Wireless interactive game having both physical and virtual elements

ABSTRACT

Embodiments of the invention provide a unique interactive game that connects both physical and virtual play environments and includes multiple dynamic layers in which a participant may complete a variety of challenges and/or tasks. For example, the participant may obtain a physical gaming item such as a toy from a retail phase that is usable in an interactive entertainment phase that provides virtual play via computer animation. The interactive entertainment phase may include multiple interrelated layers such that progress in one or more layers may affect the participant&#39;s experience in one or more other layers. The participant may also receive training on how to use and improve the physical gaming item to help achieve one or more special effects or complete one or more adventures and/or quests. During or following the interactive entertainment phase, the participant may use accumulated points and/or powers to redeem prizes and/or compete against other participants, such as in a duel or other face-off challenge.

RELATED APPLICATIONS

The present application is a continuation application of U.S. patentapplication Ser. No. 14/464,652, filed Aug. 20, 2014, which is acontinuation application of U.S. patent application Ser. No. 13/801,955,filed Mar. 13, 2013, now U.S. Pat. No. 8,814,688 issued Aug. 26, 2014,which is a continuation application of U.S. patent application Ser. No.13/469,443, filed May 11, 2012, now U.S. Pat. No. 8,475,275 issued Jul.2, 2013, which is a continuation application of U.S. patent applicationSer. No. 13/037,200, filed Feb. 28, 2011, now U.S. Pat. No. 8,491,389issued Jul. 23, 2013, which is a continuation application of U.S. patentapplication Ser. No. 11/777,874, filed Jul. 13, 2007, now U.S. Pat. No.7,896,742, issued Mar. 1, 2011, which is a continuation application ofU.S. patent application Ser. No. 11/274,760, filed Nov. 15, 2005, nowU.S. Pat. No. 7,878,905, issued Feb. 1, 2011, which is acontinuation-in-part of U.S. patent application Ser. No. 10/954,025,filed Sep. 29, 2004, now U.S. Pat. No. 7,445,550, issued Nov. 4, 2008,which is a continuation-in-part of U.S. patent application Ser. No.10/397,054, filed Mar. 25, 2003, now U.S. Pat. No. 7,500,917, issuedMar. 10, 2009, each of which is hereby incorporated herein by referencein its entirety. U.S. patent application Ser. No. 10/889,974, filed Jul.13, 2004, now U.S. Pat. No. 7,850,527, issued Dec. 14, 2010; U.S. patentapplication Ser. No. 09/792,282, filed Feb. 22, 2001, now U.S. Pat. No.6,761,637, issued Jul. 13, 2004; and U.S. Provisional Application No.60/184,128, filed Feb. 22, 2000 are also incorporated herein byreference in their entireties.

The present application also contains subject matter that is related toU.S. patent application Ser. No. 10/410,583, filed Apr. 7, 2003, nowU.S. Pat. No. 6,967,566, issued Nov. 22, 2005, which is herebyincorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to children's games and, inparticular, to magic wands and interactive games and play systemsutilizing wireless transponders and receivers for providing a magicalinteractive play experience. The present invention also relatesparticularly to interactive toys, games and play systems utilizing radiofrequency transponders and transceivers to provide a unique interactivegame play experience.

2. Description of the Related Art

Games, toys, play structures and other similar entertainment systems arewell known for providing play and interaction among children and adults.A variety of commercially available play toys and games are also knownfor providing valuable learning and entertainment opportunities forchildren, such as role playing, reading, memory stimulation, tactilecoordination and the like.

Magic and wizardry are classic play themes that continue to captureimaginations and entertain new generations of children and adults like.Magic and the seemingly limitless possibilities of fun and excitingthings brought to life through magic challenge children's imaginations,creativity and social interactivity.

While there are many games and toys that specifically target magic andwizardry as a central play theme, most offer only a superficiallyengaging play experience, particularly for older children. Very fewoffer a fully immersive play experience that allows participants tocarry out and immerse themselves in a realistic fantasy experience ofpracticing, performing and mastering “real” magic. For example, manysuch games are performed through a computer and/or video game, whereinthe user manages the game through a particular electronic input device,such as a keyboard or a joystick.

SUMMARY OF THE INVENTION

In view of the foregoing, a need exists for more exciting andentertaining games and toys that increase learning and entertainmentopportunities for children and stimulate creativity and imagination.

Embodiments of the present invention provide a unique play experiencecarried out utilizing an interactive “wand” and/or other seeminglymagical actuation/tracking device. The wand or other actuation deviceallows play participants to electronically and “magically” interact withtheir surrounding play environment(s), thereby giving play participantsthe realistic illusion of practicing, performing and mastering “real”magic.

The invention may be carried out in association with virtually anysuitable play environment, play structure, play area or other area(either commercial or residential), as desired. It can also be carriedout in non-physical play environments, such as television, radio,virtual reality, computer games and the like. The play environment maybe simply a themed play area, or even a multi-purpose area such as arestaurant dining facility, family room, bedroom or the like. The playenvironment may either be real or imaginary (i.e., computer/TVgenerated), and either local or remote, as desired. Optionally, multipleplay participants, each provided with a suitable “wand” and/or otheractuation/tracking device, may play and interact together, either withinor outside one or more compatible play environments, to achieve desiredgoals, master certain magical spells and/or produce desired seeminglymagical effects within the play environment.

In accordance with one embodiment the present invention provides a toywand or other seemingly magical object which provides a basic foundationfor a complex, interactive entertainment system to create a seeminglymagic interactive play experience for play participants who possess andlearn to use the magical wand toy.

In accordance with another embodiment, the present invention provides aninteractive play system and seemingly magical wand toy for enabling atrained user to electronically send and receive information to and fromother wand toys and/or to and from various transceivers distributedthroughout a play facility and/or connected to a master control system.The toy wand or other seemingly magical object is configured to use asend/receive radio frequency communications protocol which provides abasic foundation for a complex, interactive entertainment system tocreate a seemingly magic interactive play experience for playparticipants who possess and learn to use the magical wand toy.

In accordance with another embodiment the present invention provides a“magic” training facility wherein play participants can select and/orbuild and then learn to use a “real” magic wand. The wand allows playparticipants to electronically and “magically” interact with theirsurrounding play environment simply by pointing, touching or using theirwands in a particular manner to achieve desired goals or produce desiredeffects within the play environment. Various wireless receivers oractuators are distributed throughout the play facility to facilitatesuch interaction and to facilitate full immersion in the fantasy ofpracticing, performing and mastering “real” magic.

In accordance with another embodiment the present invention provides awand actuator device for actuating various interactive play effectswithin a compatible play environment. The wand comprises an elongatedhollow pipe or tube having a proximal end or handle portion and a distalend or transmitting portion. An internal cavity may be provided toreceive one or more batteries to power optional lighting, laser or soundeffects and/or to power long-range transmissions such as via an infraredLED transmitter device or RF transmitter device. The distal end of thewand may be fitted with an RFID (radio frequency identification device)transponder that is operable to provide relatively short-range RFcommunications (<60 cm) with one or more receivers or transceiversdistributed throughout a play environment. A magnetic tip may also beprovided for actuating various effects via one or more magneticallyoperated reed switches. The handle portion of the wand may be fittedwith an ornamental knob that is selected by play participants from anavailable assortment. Knobs may be fitted with an optional rotary switchthat may be selectably rotated to indicate different spells, commands orcombinations of spells and commands for activating or controllingvarious associated special effects.

In accordance with another embodiment the present invention provides awand having an RFID transponder or tag. The transponder contains certainelectronics comprising a radio frequency tag pre-programmed with aunique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual play participants and/or wands within theplay facility. Optionally, each tag may also include a unique groupidentifier number (“UGIN”), which may be used to match a defined groupof individuals having a predetermined relationship. The RFID transponderor other identifying device is preferably used to store certaininformation identifying each play participant and/or describing certainpowers or abilities possessed by an imaginary role-play character.Players advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like. All of this information is preferably stored on the RFIDtransponder and/or an associated database indexed by UPIN so that thecharacter attributes may be easily and conveniently transported to othersimilarly-equipped play facilities, computer games, video games, homegame consoles, hand-held game units, and the like. In this manner, animaginary role-play character is created and stored on a transponderdevice that is able to seamlessly transcend from one play environment tothe next.

In accordance with another embodiment the present invention provides anRFID card or badge intended to be affixed or adhered to the front of ashirt or blouse worn by a play participant while visiting an RF equippedplay facility. The badge comprises a paper, cardboard or plasticsubstrate having a front side and a back side. The front side may beimprinted with graphics, photos, or any other information desired. Thefront side may include any number of other designs or informationpertinent to its application. The obverse side of the badge containscertain electronics comprising a radio frequency tag pre-programmed witha unique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual play participants within the playfacility. Optionally, each tag may also include a unique groupidentifier number (“UGIN”) which may be used to match a defined group ofindividuals having a predetermined relationship.

In accordance with another embodiment the present invention provides anelectronic role-play game utilizing specially configured electronicallyreadable character cards. Each card is configured with an RFID or amagnetic “swipe” strip or the like, that may be used to store certaininformation describing the powers or abilities of an imaginary role-playcharacter that the card represents. As each play participant uses his orher favorite character card in various play facilities the characterrepresented by the card gains (or loses) certain attributes, such asmagic skill level, magic strength, flight ability, various spell-castingabilities, etc. All of this information is preferably stored on the cardso that the character attributes may be easily and convenientlytransported to other similarly-equipped play facilities, computer games,video games, home game consoles, hand-held game units, and the like. Inthis manner, an imaginary role-play character is created and stored on acard that is able to seamlessly transcend from one play medium to thenext.

In accordance with another embodiment the present invention provides atrading card game wherein a plurality of cards depicting various real orimaginary persons, characters and/or objects are provided and whereineach card has recorded or stored thereon in an electronically readableformat certain selected information pertaining to the particular person,character or object, such as performance statistics, traits/powers, orspecial abilities. The information is preferably stored on an RFIDtracking tag associated with each card and which can be readelectronically and wirelessly over a predetermined range preferablygreater than about 1 cm when placed in the proximity of a suitablyconfigured RF reader. Optionally, the RFID tag may be read/write capablesuch that the information stored thereon may be changed or updated inany manner desired. Alternatively, a magnetic strip, bar code or similarinformation storage means may be used to store relevant information onthe card.

In accordance with another embodiment the present invention provides aninteractive game in the theme of a “magic” training center for would-bewizards in accordance with the popular characters and storylines of thechildren's' book series “Harry Potter” by J. K. Rowling. Within thetraining center, play participants learn to use a “magic wand” and/orother tracking/actuation device. The wand allows play participants toelectronically and “magically” interact with their surrounding playenvironment simply by pointing or using their wands in a particularmanner to achieve desired goals or produce desired effects within theplay environment. Various receivers or transceivers are distributedthroughout a play environment to facilitate such interaction viawireless communications.

In accordance with another embodiment the present invention provides anelectronic treasure hunt game. Game participants receive a card, mapand/or identification badge configured with an RFID tag, bar-code or amagnetic “swipe” strip or the like. The RFID tag or other identifyingdevice is used to store certain information identifying each playparticipant and/or describing certain powers or abilities possessed byan imaginary role-play character that the card represents. Playersadvance in the game by finding clues and solving various puzzlespresented. Players may also gain (or lose) certain attributes, such asmagic skills, magic strength, fighting ability, various spell-castingabilities, etc. All of this information is preferably stored on the RFIDtag or card so that the character attributes may be easily andconveniently transported to other similarly equipped play facilities,computer games, video games, home game consoles, hand-held game units,and the like. In this manner, an imaginary role-play character iscreated and stored on a card that is able to seamlessly transcend fromone play medium to the next.

For purposes of summarizing the invention and the advantages achievedover the prior art, certain objects and advantages of the invention havebeen described herein above. Of course, it is to be understood that notnecessarily all such objects or advantages may be achieved in accordancewith any particular embodiment of the invention. Thus, for example,those skilled in the art will recognize that the invention may beembodied or carried out in a manner that achieves or optimizes oneadvantage or group of advantages as taught herein without necessarilyachieving other objects or advantages as may be taught or suggestedherein.

BRIEF DESCRIPTION OF THE DRAWINGS

Having thus summarized the general nature of the invention and itsessential features and advantages, certain preferred embodiments andmodifications thereof will become apparent to those skilled in the artfrom the detailed description herein having reference to the figuresthat follow, of which:

FIG. 1 is a schematic illustration of one embodiment of an interactivewand toy having features and advantages in accordance with embodimentsof the present invention;

FIGS. 2A and 2B are schematic illustrations of a mercury tilt switch foruse in accordance with one embodiment of the present invention and beingshown in the OFF and ON conditions, respectively;

FIGS. 3A and 3B are schematic illustrations of a micro-ball tilt switch(normally closed configuration) for use in accordance with oneembodiment of the present invention and being shown in the ON and OFFconditions, respectively;

FIGS. 4A and 4B are schematic illustrations of a micro-ball tilt switch(normally open configuration) for use in accordance with one embodimentof the present invention and being shown in the ON and OFF conditions,respectively;

FIGS. 5A and 5B are schematic illustrations of the interactive wand toyof FIG. 1 in upward and downward orientations, respectively;

FIG. 6 is a partial perspective view of a user waving the interactivewand toy of FIG. 1 in such a way to produce actuation thereof;

FIG. 7 is a schematic illustration of an alternative embodiment of aninteractive wand toy including an optional RF/IR module and havingfeatures and advantages in accordance with the present invention;

FIG. 8 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional magnetic inductanceenergy source having features and advantages in accordance with thepresent invention;

FIG. 9 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional piezo generator energysource having features and advantages in accordance with the presentinvention;

FIG. 10 is a schematic illustration of a piezo armature for use in apiezo generator having features and advantages in accordance with thepresent invention;

FIG. 11 is a schematic circuit diagram of the piezo generator and powersupply of FIG. 9 having features and advantages in accordance with thepresent invention;

FIG. 12 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder having features and advantages in accordance with thepresent invention;

FIG. 13 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder having features and advantages in accordance with thepresent invention;

FIG. 14A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional orientation sensors havingfeatures and advantages in accordance with the present invention;

FIG. 14B is a detail transverse cross-sectional view of the handleportion of the interactive wand toy of FIG. 14A, illustrating thepreferred placement and orientation of the optional orientation sensorsand having features and advantages in accordance with the presentinvention;

FIG. 15A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional rotary switch havingfeatures and advantages in accordance with the present invention;

FIG. 15B is a detail transverse cross-sectional view of the handleportion of the interactive wand toy of FIG. 15A illustrating onepreferred embodiment of a rotary switch having features and advantagesin accordance with the present invention;

FIG. 15C is a partial perspective view of a user rotating the knob ofthe interactive wand toy of FIG. 15A in such a way to produce a desiredwand operation or effect;

FIG. 15D is a detail view of the handle portion and rotatable knob ofthe interactive wand toy of FIGS. 15A and 15B;

FIG. 16A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional touch sensor elementshaving features and advantages in accordance with the present invention;

FIG. 16B is a detail view of one embodiment of a touch sensor element ofFIG. 16A having features and advantages in accordance with the presentinvention;

FIG. 16C is a partial perspective view of a user operating thetouch-sensor-enabled interactive wand toy of FIG. 15A in such a way toproduce a desired wand operation of effect;

FIG. 16D is a detail view of the handle portion and touch sensor contactelements of the interactive wand toy of FIGS. 16A and 16C;

FIGS. 17A-17B are time-sequenced illustrations of one embodiment of awand-actuated effect using the interactive wand toy of FIG. 16 withoptional magnetic tip and a magnetic reed switch having features andadvantages in accordance with the present invention;

FIG. 17C is an alternative embodiment of a wand-actuated effect usingthe interactive wand toy of FIG. 16 with optional magnetic tip, amagnetic reed switch and an optional RF/IR receiver having features andadvantages in accordance with the present invention;

FIGS. 18A and 18B are schematic illustrations showing one preferredmethod for fabricating, assembling and finishing an interactive wand toyhaving features and advantages in accordance with the present invention;

FIGS. 19A-19P are schematic illustrations showing various possibleconstructions, configurations and finishes of interactive wand toyshaving features and advantages in accordance with the present invention;

FIGS. 20A and 20B are schematic illustrations showing two alternativepreferred embodiments of an RFID-enabled wand toy having features andadvantages in accordance with the present invention;

FIGS. 20C and 20D are front and back views, respectively, of a preferredembodiment of an RFID-enabled trading card having features andadvantages in accordance with the present invention;

FIGS. 20E and 20F are front and back views, respectively, of a preferredembodiment of an RFID-enabled key chain trinket having features andadvantages in accordance with the present invention;

FIGS. 20G and 20H are front and rear views, respectively, of an optionalRFID tracking badge or card having features and advantages in accordancewith the present invention;

FIG. 21A is a partial cross-section detail view of the distal end of theinteractive wand toy of FIG. 1, illustrating the provision of an RFIDtransponder device therein;

FIG. 21B is a schematic illustration of an RFID read/write unit for usewith the interactive wand toy of FIG. 1 having features and advantagesin accordance with the present invention;

FIG. 21C is a simplified circuit schematic of the RFID read/write unitof FIG. 21B having features and advantages in accordance with thepresent invention;

FIG. 21D is a simplified schematic diagram of an RF reader and mastercontrol system for use with the magic wand toy actuator of FIG. 20Ahaving features and advantages in accordance with the present invention;

FIGS. 21E and 21F are schematic diagrams illustrating typical operationof an RFID tracking tag as illustrated in FIG. 20;

FIG. 21G is simplified schematic diagram of an RFID read/write systemfor use with an RFID tracking tag as illustrated in FIG. 20 havingfeatures and advantages in accordance with the present invention;

FIG. 21H is a simplified block diagram illustrating the basicorganization and function of the electronic circuitry comprising an RFIDtracking tag as illustrated in FIG. 20;

FIG. 22A is a simplified schematic block diagram of an RF transmittermodule adapted for use in accordance with one preferred embodiment ofthe present invention;

FIG. 22B is a simplified schematic block diagram of an IR transmittermodule adapted for use in accordance with one preferred embodiment ofthe present invention;

FIG. 23A is a simplified schematic block diagram of an RF receivermodule and controller adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 23B is a simplified schematic block diagram of an IR receivermodule and controller adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 24 is a simplified schematic diagram of an alternative embodimentof a portion of the RF receiver module of FIG. 23A adapted for use inaccordance with one preferred embodiment of the present invention;

FIG. 25 is a detailed electrical circuit schematic of the IF transmittermodule of FIG. 22A adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 26 is a detailed electrical circuit schematic of the RF receivermodule of FIG. 23A adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 27 is a simplified illustration of an interactive play systemusable with light-activation in accordance with one preferred embodimentof the present invention;

FIG. 27A is a simplified illustration of another embodiment aninteractive play system usable with light-activation;

FIG. 27B is a simplified illustration of another embodiment aninteractive play system usable with light-activation;

FIG. 28 is a perspective illustration of one preferred embodiment of awand-actuated play effect comprising a player piano controlled at leastin part by the output of an RF receiver and/or magnetic reed switchhaving features and advantages in accordance with the present invention;

FIG. 29 is a perspective illustration of another preferred embodiment ofa wand-actuated play effect comprising bookshelves with simulatedlevitating books controlled at least in part by the output of an RFreceiver and/or magnetic reed switch having features and advantages inaccordance with the present invention;

FIG. 30 is a perspective illustration of another preferred embodiment ofa wand-actuated play effect comprising a water fountain effectcontrolled at least in part by the output of an RF receiver and/ormagnetic reed switch having features and advantages in accordance withthe present invention;

FIGS. 31A and 31B are time-sequenced perspective views of a magictraining center comprising various wand-actuated play effects controlledat least in part by the output of one or more RF receivers and/ormagnetic reed switches having features and advantages in accordance withthe present invention;

FIG. 32A is a perspective illustration of one preferred embodiment of awand-actuated game comprising a grid of lighted squares that arecontrolled at least in part by one or more RF receivers and/or magneticreed switches having features and advantages in accordance with thepresent invention;

FIGS. 32B-32D are time-sequenced top plan views of the wand-actuatedgame of FIG. 32A, illustrating the preferred operation thereof andhaving features and advantages in accordance with embodiments of thepresent invention;

FIG. 33 illustrates a flowchart of a multi-layered interactive game thatutilizes both retail and entertainment phases, according to certainembodiments of the invention;

FIGS. 34A-34E illustrate screen shots usable with the multi-layeredinteractive game depicted in FIG. 33, according to certain embodimentsof the invention;

FIG. 35 illustrates dueling stations according to certain embodiments ofthe invention;

FIG. 36, which includes both FIG. 36-1 and FIG. 36-2, is a schematicblock diagram illustrating how an interactive adventure game inaccordance with the present invention can be implemented simultaneouslyand seamlessly within multiple play environments and entertainmentmediums.

FIG. 37A is a perspective view of a play participant holding aninteractive wand for playing an interactive adventure game in accordancethe present invention;

FIG. 37B is a perspective view of a play participant learning to use theinteractive wand of FIG. 37A using a computer game and a trainingmanual;

FIG. 37C is a perspective view of an adventure game center providedwithin a movie theatre configured to facilitate interactive game play inaccordance with the present invention;

FIG. 37D is a perspective view illustrating how play participants canuse the wand of FIG. 37A to create an interactive experience within amovie theatre;

FIG. 37E is a perspective view of a play participant playing aninteractive adventure game using a computer and the wand device of FIG.37A;

FIG. 37F is a perspective view of an interactive adventure game centerhaving features of the present invention;

FIG. 37G is a perspective view of a play participant playing aninteractive adventure game in accordance with the present invention, andillustrating the use of an extrinsic clue or information source;

FIG. 37H is a perspective view of a retail store facility having aninteractive adventure game center in accordance with the presentinvention;

FIG. 37I is a perspective view of an alternative embodiment of aninteractive adventure game center provided within the retail store ofFIG. 37H and having features of the present invention;

FIG. 37J is a perspective view of an interactive adventure game carriedout using a computer game console and one or more wand devices;

FIG. 37K is a perspective view of another alternative embodiment of aninteractive adventure game center or play structure such as may beprovided within a family entertainment center or theme park;

FIG. 37L is a perspective view of a play participant within aninteractive adventure game center casting “magical” spells using thewand device of FIG. 37A;

FIG. 37M is an alternative perspective view of the interactive adventuregame center of FIG. 37K;

FIG. 37N is a perspective view of an RFID-enabled interactive gamedevice or console having features of the present invention;

FIG. 37O is a perspective view of an RFID-enabled interactive gamedevice, ride or console having features of the present invention;

FIG. 37P is a perspective view of two play participants playing aninteractive game using multiple computers communicating via theinternet;

FIGS. 38A-38D are front views of various role-play character cards foruse within an interactive play structure;

FIGS. 39A and 39B are front and rear views, respectively, of analternative embodiment of a role-play character card for use with aspecially configured interactive game and/or game play facility havingfeatures and advantages in accordance with the present invention;

FIGS. 40A-40G are various illustrations of a role-play adventure gameconfigured to be utilized with the role-play character card of FIGS. 39Aand 39B and having features and advantages in accordance with thepresent invention;

FIGS. 41A and 41B are front and rear views, respectively, of a tradingor playing card having features and advantages in accordance with thepresent invention; and

FIGS. 41C and 41D are front views of several alternative embodiments oftrading or playing cards having features and advantages in accordancewith the present invention.”

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

For convenience of description and for better clarity and understandingof the invention similar elements to those previously described may beidentified with similar or identical reference numerals. However, notall such elements in all embodiments are necessarily identical as theremay be differences that become clear when read and understood in thecontext of each particular disclosed preferred embodiment.

Interactive Wand

A wand is provided that allows play participants to electronically and“magically” interact with their surrounding play environment simply bypointing or using their wands in a particular manner to achieve desiredgoals or produce desired effects within the play environment. Use of thewand may be as simple as touching it to a particular surface or“magical” item within a suitably configured play environment or it maybe as complex as shaking or twisting the wand a predetermined number oftimes in a particular manner and/or pointing it accurately at a certaintarget desired to be “magically” transformed or otherwise affected.

For example, various wand-compatible receivers may be distributedthroughout a play facility that will allow wand users to activatevarious associated play effects and/or to play a game using the wand. Asplay participants play and interact within each play environment theylearn more about the “magical” powers possessed by the wand and becomemore adept at using the wand within various game contexts to achievedesired goals or desired play effects. Optionally, play participants maycollect points or earn additional magic levels or ranks for each playeffect or task they successfully achieve. In this manner, playparticipants may compete with one another to see who can score morepoints and/or achieve the highest magic level.

Additional optional circuitry and/or position sensors may be added, ifdesired, to allow the “magic wand” to be operated by waving, shaking,stroking and/or tapping it in a particular manner. If provided, theseoperational aspects would need to be learned by play participants asthey train in the various play environments. One goal, for example, maybe to become a “grand wizard” or master of the wand. This means that theplay participant has learned and mastered every aspect of operating thewand to produce desired effects within each play environment. Of course,additional effects and operational nuances can (and preferably are)always added over time in order to keep the interactive experience freshand continually changing. Optionally, as shown and discussed in moredetail in connection with FIG. 19G, the wand may be configured such thatit is able to display 50 or more characters on a LTD or LCD screen. Thewand may also be configured to respond to other signals, such as light,sound, or voice commands as will be readily apparent to those skilled inthe art. This, could be useful, for example for generating, storing andretrieving secret pass words, informational clues and the like.

FIG. 1 illustrates the basic construction of one preferred embodiment ofan interactive “magic” wand toy 100 having features and advantages inaccordance with the present invention. While a magic wand isspecifically contemplated and described herein as the most preferredembodiment of the invention, those skilled in the art will readilyappreciate from the disclosure herein that the invention is not limitedto magic wands, but may be carried out using any number or variety ofother objects and toys for which it may be desirable to imbue special“magic” powers or other functionalities described herein. Other suitablemagical objects and toys may include, for example and withoutlimitation, ordinary sticks, tree branches, flowers, swords, staffs,scepters, whips, paddles, nunchuks, cricket bats, baseball bats, varioussporting balls, brooms, feather dusters, paint brushes, wooden spoons,chop sticks, pens, pencils, crayons, umbrellas, walking canes, candycanes, candle sticks, candles, tapers, musical instruments (for example,flutes, recorders, drum sticks), books, diaries, flashlights,telescopes, kaleidoscopes, laser pointers, ropes, tassels, gloves,coats, hats, shoes and other clothing items, fishing rods and simulatedfishing rods, dolls, action figures, stuffed animals, rings, braceletsnecklaces and other jewelry items, key chain trinkets, lighters, rocks,crystals, crystal balls, prisms, and various simulated play objects suchas apples, arranges, bananas, carrots, celery and otherfruits/vegetables. However, magic wands are particularly preferredbecause they are highly versatile, can transcend a wide variety ofdifferent play themes and play environments, and wands can be customizedand personalized in their fabrication, assembly and finish as will bedescribed herein in more detail.

As illustrated in FIG. 1, the wand 100 essentially comprises anelongated hollow pipe or tube 110 having a proximal end 112 and a distalend 114. An internal cavity 116 is preferably provided to receive andsafely house various circuitry for activating and operating the wand andvarious wand-controlled effects (described later). Batteries, optionallighting, laser or sound effects and/or the like may also be providedand housed within cavity 116, if desired, as will be described in moredetail later. An optional button may also be provided, if desired, toenable particular desired functions, such as sound or lighting effectsor longer-range transmissions. While a hollow metal or plastic tube 110is preferred, it will be appreciated that virtually any other mechanicalstructure or housing may be used to support and contain the variouscomponents and parts described herein, including integrally molded orencapsulated containment structures such as epoxy resins and the like.If a metal tube is selected, care must be taken to ensure that it doesnot unduly interfere with any of the magnetic, RFID or RF/IR devicesdescribed herein. Thus, for example, any RF antennas should preferablybe mounted near or adjacent an end opening and/or other opening of thetube 110 to ensure adequate operating range and desired directionality.

The proximal end 112 of tube 110 is preferably adapted to secure thetube 110 to an optional handle 120. The handle 120 may further includesecurement means, such as threaded stud 121, snap latches, matingmagnets or the like, for receiving and securing an optional decorativeknob 123. For example, knobs 123 may be purchased, selected and/orearned by play participants as they advance in a game and/or when theyplay different games. The distal end 114 of the wand is preferablyfitted with an RFID (radio frequency identification) transponder or tag118 that is operable to provide relatively short-range RF communications(less than about 200 cm) using one or more RFID reader units orreader/writer units (sometimes referred to herein as “receivers” or“transceivers,” respectively), described in more detail later. Thetransponder 118 contains certain electronics comprising a radiofrequency tag pre-programmed with a unique person identifier number(“UPIN”). The UPIN may be used to identify and track individual wandsand/or play participants. Optionally, each tag may also include a uniquegroup identifier number (“UGIN”) which may be used to match a definedgroup of individuals having a predetermined or desired relationship.

The RFID transponder is preferably used to store certain informationidentifying each play participant and/or describing certain powers orabilities possessed by an imaginary role-play character. For example,players may advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like, based on game play, skill-level and/or the purchase ofcollateral play objects. Some or all of this information is preferablystored on the RFID transponder 118 so that the character attributes maybe easily and conveniently transported to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. Alternatively, only the UPIN and/or UGIN are storedon the transponder 118 and all other desired information is stored on acomputer-accessible database indexed by UPIN and/or UGIN.

Operation of the transponder 118 (and/or other wireless communicationdevices described later) is preferably controlled by internal activationcircuitry 115 comprising, in the particular embodiment illustrated, apair of series-connected mercury tilt sensors 122 and 124 (representedin the corresponding schematic diagram as switches S1 and S2,respectively). As illustrated in FIGS. 2A and 2B each mercury tiltsensor 122, 124 comprises a sealed, evacuated glass bulb 130 withinwhich is contained a small ball of liquid mercury. A pair of electricalleads 134 extends through the glass bulb 130 at the sealed end thereofand form closely spaced contacts 136. In one orientation (for example,FIG. 2B) the ball of mercury 132 is drawn by gravity to cover orenvelope the contacts 136, thus completing the electrical circuit andclosing the switch S1/S2 (ON state). In all other orientations (forexample, FIG. 2A) the ball of mercury 132 does not contact or envelopeboth contacts 136 and, thus, the circuit remains open (OFF state). Theparticular orientation and tilt angle required to trigger either ON orOFF conditions will depend on the size of the glass bulb 130, amount ofcontained mercury 132 and the size and spacing of contacts 136. Ifmercury sensors are used, preferably they are encased in a metal and/orepoxy jacket so as to ensure against breakage and possible health andenvironmental hazards. Preferably, each mercury sensor is encased inepoxy within a sealed stainless steel ferule.

Alternatively, one or more micro-ball tilt sensors 136 or 138 may beused instead of or in addition to mercury switches 122, 124. Forexample, FIGS. 3A and 3B are schematic illustrations of a micro-balltilt switch 136 (normally closed configuration) that may be adapted foruse in accordance with an alternative embodiment of the invention. Thetilt switches 136, 138 generally comprise upper and lower conductiveenclosures 142, 146, respectively, separated by a suitable insulatingmaterial 144 and a conductive ball 140 that is free to move within. Inone orientation (for example, FIG. 3A) the internally containedconductive ball 140 rests within an annular groove completing theelectrical circuit between the top conductive enclosure 142 and bottomconductive enclosure 146 (ON state). But, when the sensor 136 is tiltedby an amount greater than angle α (FIG. 3B), the ball 140 rolls awayfrom the lower conductive enclosure 141 and, thus, the circuit is opened(OFF state).

FIGS. 4A and 4B are schematic illustrations of another embodiment of amicro-ball tilt switch 138 (normally open configuration) that may alsobe adapted for use in accordance with a further alternative embodimentof the present invention. In this case, in a first orientation (forexample, FIG. 4A) an internally contained conductive ball 140 restswithin a central conical pocket formed in the lower conductive enclosure146 and is thereby prevented from contacting and completing electricalconnection to the upper conductive enclosure 142 (OFF state). But, whenthe sensor 138 is tilted by an amount greater than angle α (FIG. 4B) theball 140 rolls out of the conical pocket, touching and completing thecircuit with the upper conductive enclosure 142 (ON state). Theparticular orientation and range of tilt angles required to triggereither ON or OFF conditions of micro-ball sensors 136, 138 can be variedand/or adjusted to meet varying needs and skill levels of wand users.

Referring to FIGS. 5A and 5B tilt sensors 122 and 124 are preferablyoppositely oriented and spaced apart between opposite ends of the tube110, as illustrated. Those skilled in the art will appreciate from thedisclosure herein that in virtually any static position of the wand 100at least one of tilt sensors 122, 124 will be in the OFF state. Thus,the transponder 118 can essentially only be activated when the wand isin a non-static condition or, in other words, when the wand is inmotion. More specifically, the placement and orientation of the tiltsensors 122, 124 is preferably such that different accelerations ormotions are required at the proximal and distal ends 112 and 114 inorder to trigger both tilt sensors 122, 124 to their ON positions (orOFF positions, as the case may be) and, thus, to enable or activatetransponder 118 (or other wireless communication devices describedlater).

As illustrated in FIG. 5A, when the wand 100 is held in an uprightorientation, tilt sensor 122 (S1) is in its ON state (Static-ON) andtilt sensor 124 (S2) is in its OFF state (Static-OFF). Because thesensors are wired in series, the activation circuit 115 is OFF (opencircuit) and the transponder 118 is disabled. Of course, those skilledin the art will readily appreciate from the disclosure herein that iftransponder 118 requires a short circuit to disable, then the sensors122 and 124 would preferably be wired in parallel and, in theorientation shown, the activation circuit 115 would be shorted throughS1. On the other hand, when the wand 100 is held in an upside downorientation (FIG. 5B), tilt sensor 122 (S1) is in its OFF state(Static-OFF) and tilt sensor 124 (S2) is in its ON state (Static-ON)such that the activation circuit 115 remains OFF (open circuit) and thetransponder 118 remains disabled. Again, if transponder 118 requires ashort circuit to disable, then the sensors 122 and 124 would preferablybe wired in parallel and, in the orientation shown, the activationcircuit 115 would be shorted through S2.

Advantageously, the wand activation circuit 115 in accordance with theabove-described preferred embodiment is essentially only activated (andtransponder 118 is only enabled) when a user actively moves the wand 100in such particular way as to impart different transient accelerationforces on the distal and proximal ends of the wand 100 (or wherever thesensors are located if not at the distal and proximal ends). Inparticular, the transient acceleration forces must be sufficient enoughat one end of the wand to overcome the gravitational forces acting onthe upper sensor (Static-OFF), but not sufficient enough at the otherend to overcome the gravitational forces acting on the lower sensor(Static-ON). This transient condition is illustrated in FIG. 6.

The wand activation circuit 115 (and, thus, transponder 118) isactivated by holding the wand tilted slightly upward in one hand whilegently and smoothly waving it so that the distal end 114 of the wandfollows an upward-cresting arcing pattern while the proximal end 112remains relatively steady or follows a smaller, more gentle arcingpattern. The acceleration forces caused by the upward arcing motion atthe distal end 114 counteract gravitational forces on the tilt sensor124 and cause it to switch from its OFF state to its ON state. At thesame time, the smaller arcing motion and acceleration forces at theproximal end 112 are not sufficient to counteract the gravitation forceson the tilt sensor 122 and, thus, it remains in its ON state. The resultis that both sensors 122 and 124 are momentarily in their ON state andthe wand activation circuit 115 thereby momentarily activates thetransponder 118. The complexity and learnability of the described motionis similar to a golf swing. Only with this particular motion (or othersimilar learned motions) executed in a precise and repeatable fashionwill the transient conditions be satisfied to cause both sensors 122 and124 to switch to their ON state, thereby momentarily activatingtransponder 118. If the arcing motion is too fast or too pronounced, thelower sensor 122 will switch to its OFF state. On the other hand, if thearcing motion is too slow or too shallow, the upper sensor 124 will notswitch to its ON state. Thus, successful operation of the wand 100requires real skill, patience and training.

Those skilled in the art will readily appreciate and understand from thedisclosure herein that various additional and/or alternative wandactivation circuits can be designed and configured so as to respond todifferent desired wand activation motions. For example, this may beachieved by adding more sensors and/or by changing sensor positions andorientations. For example, one wand motion may trigger a first wandactivation circuit (and a first wand effect) while a different wandmotion may trigger a second wand activation circuit (and a second wandeffect). The number, type and complexity of wand motions andcorresponding wand activation circuits are limited only by design andcost considerations and user preferences. Most desirably 6-12 uniquewand activation motions and corresponding wand activation circuits areprovided. Of course, those skilled in the art will recognize from thedisclosure herein that multiple wand activation circuits may share oneor more sensors and/or other supporting circuitry and components, asrequired or desired. Alternatively, a single, multi-mode wand activationcircuit may be provided that can respond to multiple wand motions.

The degree of difficulty and skill required to master each wand motioncan preferably be adjusted to suit the age and skill-level of each user.Generally speaking, selecting tilt sensors 122, 124 having narrowactivation ranges increases the difficulty level of the wand, as itmakes it more difficult to satisfy the transient conditions required toturn each sensor to its ON or active state. Similarly, adding moresensors also increases the difficulty level, as it decreases theprobability that all required transient conditions can be satisfied in agiven moment. Placement and orientation of the sensors 122 and 124 (andany other sensors) can also make a difference in the degree ofdifficulty and skill required. For example, spacing the sensors closertogether (for example, 3-5 cm apart) generally makes it more difficultto operate the wand as it becomes harder and harder to create differenttransient conditions relative to each sensor location. Conversely,spacing sensors farther apart (for example, 10-35 cm apart) makes iteasier. An optimal sensor spacing is about 8-12 cm. Optionally, some orall of these degree-of-difficulty parameters can be adjusted or changedas skill-levels increase or as other circumstances warrant.

Of course, those skilled in the art will appreciate from the disclosureherein that the wand activation circuitry 115 is not limited to thoseincluding mercury or micro-ball tilt sensors, as illustrated, but may bepracticed using a wide variety of other motion and/or tilt sensorsand/or other supporting circuitry elements and components that areselected and adapted to the purposes described herein. These include,without limitation, impact sensors, micro-sensors, gyro-sensors, forcesensors, micro-switches, momentum sensors, vibration sensors, gravitysensors, accelerometers, and all variety of reed switches (gravity,momentum, magnetic or otherwise). Moreover, any one or more of theseand/or other similar sensor devices may also be used in conjunction withother supporting circuitry elements or components (either internal orexternal to the wand 100) as desired, including microprocessors,computers, controller boards, PID circuitry, input/output devices,combinations of the same and the like. Mercury and micro-ball tiltsensors as illustrated and described above are particularly preferred asthey are relatively inexpensive and reliable.

FIG. 7 is a schematic illustration of an alternative embodiment of aninteractive wand 100 a including an optional RF/IR module adapted forlong-range wireless communications (up to about 100 meters). Wand 100 ais essentially the same as wand 100 illustrated and described above inconnection with FIG. 1, except longer-range wand operation is achievedby replacing the RFID transponder 118 in wand 100 (FIG. 1) with anauxiliary RF/IR transmitter 150 (see FIGS. 22 and 25 accompanyingdiscussion for circuit schematic and other details). If line of sight ordirectional actuation is desired, an infrared LED transmitter of thetype employed in standard television remote controls may be providedinstead of or in addition to the RF transmitter 118, as those skilled inthe art will readily appreciate. In the latter case, a hole (not shown)would preferably be provided in the distal end 114 of the wand toaccommodate the transmitting LED of the IR transmitter circuit. Ofcourse, a wide variety of other wireless communications devices, as wellas various optional sound and lighting effects may also be provided, asdesired.

RF/IR transmitter module 150 and/or any other desired optional effectsmay be actuated using the wand activating circuit 115 substantially asillustrated and described above in connection with FIGS. 1-6. Asillustrated in FIG. 7, tilt sensors 122, 124 (S1/S2) are wired in serieswith the RF/IR module, between batteries 152 (voltage source V+) andground (all or part of tube 110). Thus, RF/IR module 150 is powered whensensors 122 and 124 are both in their ON state (switches S1 and S2 areboth closed). Again, this transient state can essentially only beachieved when a skilled user actively moves the wand 100 a in suchparticular way as to impart different transient acceleration forces onthe distal and proximal ends of the wand 100 a, as illustrated anddescribed above in connection with FIG. 6. Other than as noted above itwill be understood that the wand 100 a is in all other material respectsessentially the same as wand 100 illustrated and described in connectionwith FIGS. 1-5. Note that the handle 120 a and knob 123 a are slightlymodified, as these elements are preferably uniquelycustomized/personalized for each wand and/or wand user as will bediscussed in more detail later.

Furthermore, the wand activation circuitry 115 may advantageouslycomprise a microprocessor that communicates with the sensors 122, 124and the transmitter module 150. In one embodiment, the microprocessorreceives at least one signal from the sensors 122, 124 indicative of thestate of the sensors. For instance, the microprocessor may determinewhen each of the sensors 122, 124 are in an ON or an OFF state or whenone of the sensors 122, 124 switches states. Based on the states of thesensors 122, 124, the microprocessor then outputs a signal to thetransmitter module 150 that causes activation or deactivation of thetransmitter module 150.

In another embodiment, the microprocessor is capable of measuring aduration of time related to the operational states of the sensors 122,124. For example, the microprocessor may use a clock signal or anexternal timer to determine the duration of time during which at leastone of the sensors 122, 124 is in an ON state. The microprocessor maythen use this duration of time when outputting a signal to thetransmitter module 150. For example, the microprocessor may correlatethe duration of time that a sensor 122, 124 is activated (for example,in an ON state) with an intensity, level, or type of a “spell” beingcast by the user. For instance, if the user, while “casting a spell,” isable to move the wand 100 so as to keep at least one of the sensors 122,124 activated for a certain period of time, the microprocessor mayassign a particular level or intensity to the spell being cast. Thus,the microprocessor may output different signals, which representdifferent spells or spell intensities, to the transmitter module 150based on the length of time of the sensor activation. In one embodiment,the microprocessor may associate longer durations of sensor activationwith higher intensity spells.

In yet other embodiments, the microprocessor calculates the duration oftime between successive activations, or triggering, of the sensors 122,124. For example, the microprocessor may determine how much time passesbetween the activation of the sensor 122 and the activation of thesensor 124, which are caused by the user's operation of the wand 100.For instance, the microprocessor may associate simultaneous or shorterdurations of time between the activations of the two sensors 122, 124with a more advanced, or higher-level, spell. Thus, the user thatoperates the wand 100 so as to activate each of the sensors 122, 124within a relatively short period of time is able to cast higher-levelspells. On the other hand, if there is a greater delay between theactivations of the sensors 122, 124, the microprocessor assigns a lowerintensity level to the spell being cast. In yet other embodiments, thetime during or between the sensor activations is used by themicroprocessor to determine which of a variety of spells is achieved bythe user.

In other embodiments, the microprocessor may compare the duration oftime of sensor activation or time between successive activations, to apredetermined time. For example, if the duration of time betweensuccessive activations is less than the predetermined time, the “spell”may be assigned a higher intensity level. If the duration of timebetween successive activations is greater than the predetermined time,the “spell” may be assigned a higher lower level. In addition, in someembodiments, the microprocessor does not calculate the specific value ofthe duration of time but determines if the duration of time exceeds ordoes not exceed a predetermined time.

In yet other embodiments of the invention, the duration of time duringor between activation of the sensors 122, 124 is output to a receiverexternal to the wand 100. The receiver then processes the duration oftime in determining which effect, or which level of an effect, is causedby the particular wand activation motions and associated duration(s) oftime. In yet other embodiments, the foregoing microprocessor may be usedin a wand 100 comprising a transponder 118 instead of, or in combinationwith, the transmitter module 150.

In another embodiment, the microprocessor accesses a look-up table thatassociates specific durations of time, or ranges of durations of time,with the intensity or the type of the spell being cast. For example, thelook-up table may associate durations of time less than 0.1 secondsbetween successive sensor activations with a higher level spell,durations of time from 0.1 to 0.2 seconds with a mid-level spell, anddurations of time greater than 0.2 seconds with a lower level spell. Inone embodiment, the look-up table is stored in a memory, such as forexample a read-only memory (ROM), on the wand 100. The look-up table maybe internal or external to the microprocessor. In yet other embodiments,the look-up table may be accessible by the receiver of the signal fromthe wand 100.

FIG. 8 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional magnetic inductanceenergy source. Wand 100 b is essentially the same as wand 100 aillustrated and described above in connection with FIG. 7, except thatbatteries 152 are replaced with a magnetic inductance energy generator162. The magnetic inductance energy generator 162 comprises aninductance coil L1 sized and arranged such that when it is exposed to afluctuating magnetic field (for example, a moving permanent magnet 164rubbed back and forth and/or an externally generated electromagneticfield) an alternating current is generated. This generated current isrectified by diode D1 or, alternatively, a full wave bridge rectifier(not shown), and charges preferably an electrolytic capacitor C1 untilit reaches a predetermined operating voltage V+. If desired, a voltageregulator device, such as a zener diode (not shown) and/or activeregulation circuitry may be added to stabilize and increase theefficiency of the magnetic inductance energy generator 162.

Alternatively, those skilled in the art will appreciate from thedisclosure herein that various magnetic field effect sensors, such asWiegand sensors and the like, may readily be used in place of or inaddition to inductor L1 where, for example, it is desired to increasethe energy-generating efficiency of the circuit 162. For example, U.S.Pat. No. 6,191,687 to Dlugos discloses a Wiegand effect energy generatorcomprising a Wiegand wire that changes its magnetic state in response tobeing exposed to an alternating magnetic field. The Wiegand wire hascore and shell portions with divergent magnetic properties. The magneticproperties of the wire are such that it produces an output power signalthat corresponds to the strength and rate of change of a magnetic fieldto which the Wiegand wire is exposed. Such energy pulses generally arebetween about 5 and 6 volts and 10 microseconds in width. Such energypulses have sufficient voltage and duration to power a low powertransmitter such as RF/IR module 150. One suitable Wiegand sensor thatmay be utilized in accordance with the present invention is the series2000 sensor sold by EHD Corp. The Series 2000 Wiegand sensor producespulses in response to alternating magnetic fields or permanent magnetsthat pass near the sensor.

The energy generating circuit 162 is preferably such that the wand 100 bhas no movable parts and requires no maintenance such as replacingbatteries or the like over its anticipated life. All energy is generatedand stored by rubbing the wand back and forth with a permanent magnetand/or by placing the wand within an externally generatedelectromagnetic field. Preferably, the inductor L1 (or Wiegand wire) andcapacitor C1 are selected such that 5-10 seconds of exposure to anexternal fluctuating magnetic field will fully charge the capacitor C1,thus enabling the wand RF/IR transmitter to be activated at least onceand preferably 5-20 times without having to recharge. Advantageously,the absence of replaceable batteries or other visible electronictechnology significantly increases the reality and full immersionexperience of the magical fantasy and gives users the feeling ofpracticing, performing and mastering “real” magic using a “real” magicwand 100 b. Optionally, a non-replaceable permanent rechargeable batteryand/or a factory replaceable battery (not shown) may be provided inplace of or in addition to the energy generating circuit 162 where it isdesired to provide long-term energy storage. Other than replacingbatteries 152 with magnetic inductance energy generator 162, the wand100 b is in all other material respects essentially the same as wand 100a illustrated and described above in connection with FIG. 7. Note thatthe handle 120 b and knob 123 b are slightly modified, as these elementsare preferably uniquely customized/personalized for each wand and/orwand user as will be discussed in more detail later.

FIG. 9 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional piezoelectricgenerator. Wand 100 c is essentially the same as wand 100 b illustratedand described above in connection with FIG. 8, except that magneticinductance energy generator 162 has been replaced with a piezo generator166 and power supply 168.

Piezoelectricity refers to a unique property of certain materials suchas quartz, Rochelle salt, and certain solid-solution ceramic materialssuch as lead zirconate-titanate (Pb(Zrl-xTix)03) (“PZT”) that causesinduced stresses to produce an electric voltage or, conversely, thatcauses applied voltages to produce an induced stress. In a “generator”mode, electricity is developed when a piezoelectric (“piezo”) crystal ismechanically stressed. Conversely, in a “motor” mode, the piezo crystalreacts mechanically when an electric field is applied.

PZT is one of the leading piezoelectric materials used today. It can befabricated in bimorph or unimorph structures (piezo elements), andoperated in flexure mode. These structures have the ability to generatehigh electrical output from a source of low mechanical impedance(conversely, to develop large displacement at low levels of electricalexcitation). Typical applications include force transducers, spark pumpsfor cigarette lighters and boiler ignition, microphone heads,stereophonic pick-ups, etc.

It is known that piezo elements can be used to generate small a mountsof useful energy from motion. For example, U.S. Pat. No. 3,456,134 toKo, incorporated in its entirety by reference herein, discloses apiezoelectric energy converter for electronic implants, wherein bodymotion is converted into electrical energy using a piece ofpiezoelectric PZT in the form of a resonant cantilever beam. See also,U.S. Pat. No. 6,438,193 to Ko et. al, which discloses a similar piezogenerator for self-powered tire revolution counter. Such piezogenerators have particular application and benefit to batteryless toysand wands of the type disclosed and described herein.

FIG. 10 is a cross-sectional view of such a piezo generator 166comprising a “bimorph” piezo element 170 rigidly mounted at one endforming a cantilever beam. A “bimorph” is a flexing-type piezoelectricelement, which has the capacity for handling larger motions and smallerforces than single piezoelectric plates. The bimorph piezo element 170comprises two planar piezo crystals secured together face-to-face with ashim or vane therebetween. Mechanical bending of the element 170 causesit to produce a corresponding voltage between output electrodes 176,178.

The piezoelectric element 170 is mounted and enclosed within the distalend of tube 110 (FIG. 9) and its free end is loaded with a small weight174 selected to resonate at a suitable frequency corresponding to thelikely or anticipated movement of the wand 100 c. A typical measuredoscillation frequency is on the order of 10-100 Hz. As the wand is movedperiodically, the piezo element 170 vibrates back and forth producingelectrical pulses. These electrical pulses are then rectified by a fullwave bridge rectifier 180 (FIG. 11), are filtered by a filter circuitcomprising capacitors C1, C2 and resisters R0, R1 and are stored in anenergy storage capacitor C3, preferably a low-voltage electrolyticcapacitor.

In order to draw maximum power from the piezo element 170, the powersupply circuit 168 “load” impedance preferably is selected to match theoutput impedance of the piezo element 170. In order to minimize theripple effect (peak-to-peak magnitude of rippling imposed on the nominalDC voltage level) energy storage capacitor C3 is preferably selected tobe as large as possible, given available space constraints. To improvethe stability of the power-supply an optional voltage regulator 182 maybe added. For example, an LM185 IC band-gap voltage regulator may bechosen.

The piezo generator and power supply circuits 166, 168 preferably havesufficient power output under normal operating conditions such that thewand 100 c requires no other internal energy sources such as replaceablebatteries or the like. All energy is generated and stored by normalmotion of the wand during use, e.g. during spell casting or duringnormal walking or running while carrying the wand 100 c. Preferably, theenergy storage capacitor C3 is selected such that when fully charged, itprovides sufficient stored energy to enable the wand to be activated atleast once and preferably 50-100 times without having to recharge.Advantageously, the absence of replaceable batteries or other visibleelectronic technology significantly increases the reality and fullimmersion experience of the fantasy and gives users the feeling ofpracticing, performing and mastering “real” magic using a “real” magicwand 100 c. Optionally, a non-replaceable permanent rechargeable batteryand/or a factory replaceable battery (not shown) may be provided inplace of or in addition to the energy generating circuit 166 where it isdesired to provide long-term energy storage. The wand 100 c in all othermaterial respects is essentially the same as wand 100 b illustrated anddescribed above in connection with FIG. 8. Note that the handle 120 cand knob 123 c are slightly modified, as these elements are preferablyuniquely customized/personalized for each wand and/or wand user as willbe discussed in more detail later.

FIG. 12 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder. Wand 100 d is essentially the same as wand 100 billustrated and described above in connection with FIG. 8, except forthe addition of optional RFID transponder 118 d.

As with the RFID transponder 118 illustrated and described above inconnection with FIG. 1, RFID transponder 118 d is operable to providerelatively short-range RF communications (less than about 200 cm) usingone or more RFID reader units or reader/writer units, described in moredetail later. The transponder 118 d also preferably contains certainelectronics comprising a radio frequency tag pre-programmed with aunique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual wands and/or play participants.Optionally, each tag 118 d may also include a unique group identifiernumber (“UGIN”) which may be used to match a defined group ofindividuals having a predetermined or desired relationship.

The RFID transponder is preferably used to store certain informationidentifying each play participant and/or describing certain powers orabilities possessed by an imaginary role-play character. For example,players may advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like, based on game play, skill-level and/or the purchase ofcollateral play objects. Some or all of this information is preferablystored on the RFID transponder 118 d so that the character attributesmay be easily and conveniently transported to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. Alternatively, only the UPIN and UGIN are stored onthe transponder 118 and all other desired information is stored on acomputer-accessible database indexed by UPIN and/or UGIN.

If desired, RFID transponder 118 d may be electronically interlocked andcontrolled by a corresponding wand activation circuit such asillustrated and described above in connection with FIG. 1. Morepreferably, however, the RFID tag 118 d is not interlocked, but isalways activated. In this manner, transponder 118 d can be easily readat short range using an RFID reader/writer (described later) to senseand track play participants and/or to activate various simple wandeffects. Longer range RF communications via RF/IR module 150 arepreferably only enabled when an appropriate wand activation motion isexecuted as described above in connection with FIGS. 1-6. The wand 100 din all other material respects is essentially the same as wand 100 billustrated and described above in connection with FIG. 8. Note that thehandle 120 d and knob 123 d are slightly modified, as these elements arepreferably uniquely customized/personalized for each wand and/or wanduser as will be discussed in more detail later.

FIG. 13 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder. Wand 100 e is essentially the same as wand 100 dillustrated and described above in connection with FIG. 12, except forthe location and placement of the RFID transponder 118 e.

As with the RFID transponder 118 d illustrated and described above inconnection with FIG. 12, RFID transponder 118 e provides relativelyshort-range RF communications using one or more RFID reader units orreader/writer units, described in more detail later. The transponder 118e also preferably contains certain electronics comprising a radiofrequency tag pre-programmed with a unique person identifier number(“UPIN”) and unique group identifier number (“UGIN”). Preferably, RFIDtag 118 e is always activated so that it can be easily read at shortrange using an RFID reader/writer (described later) to sense and trackplay participants and/or to activate various simple wand effects.Placing the RFID tag 118 e in the handle 120 e, allows for modularconstruction and functionality of a wand 100 e as auxiliary handles maybe interchanged having other unique RFID tags with unique storedinformation. Optionally, the tag-containing handle 120 e and knob 123 emay be omitted altogether in the case, for example, where a lessexpensive wand is desired.

As described above, longer range RF communications via RF/IR module 150are preferably enabled only when an appropriate wand activation motionis executed as described above in connection with FIGS. 1-6. The wand100 e in all other material respects is essentially the same as wand 100d illustrated and described above in connection with FIG. 12. Note thatthe handle 120 e and knob 123 d are slightly modified, as these elementsare preferably uniquely customized/personalized for each wand and/orwand user as will be discussed in more detail later.

In certain advanced applications, it is desirable to wirelesslycommunicate specific data and commands to achieve different or variedwand effects. For example, it may desirable to wirelessly send onecommand signal that turns a certain object (for example, a lamp) “OFF”and another command signal that turns an object “ON.” As described abovein connection with FIGS. 1-6, this functionality may be achieved usingmultiple wand activation circuits (or a single multi-mode circuit)responsive to various unique wand motions whereby each wand motion, ifexecuted successfully, causes a different RF or IR signal to betransmitted to control or activate the desired effect (for example,turning a light ON or OFF or simulating the levitation of an object).

Another convenient way to achieve similar functionality is to load databits representing specific desired commands directly into a data bufferof RF/IR module 150 f (FIG. 14A) and then, using only a single wandactivation circuit and a single learned wand motion, cause an RF or IRsignal to be transmitted, thereby carrying the command signal and datato an RF or IR receiver and associated effect. Thus, for example, one ormore tilt sensors 192, 194 (illustrated schematically as switches S3/S4)may be provided in a convenient location within the wand 100 f (forexample, within the handle 120). These sensors are preferably mountedand oriented such that axial rotation of the wand shaft 110 and/or wandhandle 120 f causes the sensors to alternately switch from their ON totheir OFF state. As illustrated in the circuit schematic accompanyingFIG. 14A, each sensor controls one data input bit of the RF/IR moduledata bus (for example, S3, S4).

Preferably, sensors 192, 194 are disposed at an angle of between about60 and 120 degrees (most preferably about 90 degrees) from one anotherwithin a transverse plane of the wand (see, for example, FIG. 14B).Those skilled in the art will readily appreciate that in this manner,four possible wand orientations are possible resulting in four uniquesensor pair states as follows: ON/ON; OFF/OFF; ON/OFF and OFF/ON. Thesefour sensor states can represent, for example, four unique commandsignals sent using the RF/IR module 150 f. The wand 100 f in all othermaterial respects is essentially the same as wand 100 b illustrated anddescribed above in connection with FIG. 8. Note that the handle 120 fand knob 123 f are slightly modified, as these elements are preferablyuniquely customized/personalized for each wand and/or wand user as willbe discussed in more detail later.

Where it is desired to send a larger number of unique command signals,various combinations of additional orientation sensors and/or wandactivation circuits may be added, as desired. Alternatively, variousdials, switches and/or other inputs may be provided for selecting from anumber of unique wand commands or “spells.” For example, in onepreferred embodiment illustrated in FIGS. 15A-C a wand 100 g is providedincluding a knob-actuated rotary switch 202 which directly loads up to 4data bits (up to 16 possible unique codes) representing specific desiredcommands directly into a data buffer of RF/IR module 150 g (FIG. 15A).

As illustrated in FIG. 15C a user rotates the knob 123 g and sets it tothe desired spell represented by magic symbols 204 (FIG. 15D). Then,using only a single wand activation circuit and a single learned wandmotion, the user causes an RF or IR signal to be transmitted, carryingthe unique command signal/data to an RF or IR receiver, therebycontrolling or activating an associated effect. Alternatively, apotentiometer may be used in conjunction with an A/D converter circuitinstead of rotary switch 202 for selecting wand functions/spells. Thewand 100 g in all other material respects is essentially the same aswand 100 b illustrated and described above in connection with FIG. 8.Note that the handle 120 g and knob 123 g are slightly modified, asthese elements are preferably uniquely customized/personalized for eachwand and/or wand user as will be discussed in more detail later.

FIG. 16A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional touch sensor elements forselecting one or more wand spell commands. Wand 100 h is essentially thesame as wand 100 f illustrated and described above in connection withFIGS. 14A and 14B, except for the substitution of touch sensor elements208, 210, 212 for tilt sensors 192, 194.

Touch sensor elements 208, 210, 212 (represented in the accompanyingschematic as S3, S4, S5) comprise solid-state electronic switches (nobuttons or moving parts) that are activated by the simple touch of afinger. Most preferably, these are solid state touch switches of thetype illustrated and described in U.S. Pat. No. 4,063,111 to Dobler etal., the entire contents of which are incorporated herein by reference.As illustrated in FIG. 16B, each touch switch contact element 208, 210,212 is preferably formed from a pair of conductive electrodes 211surrounded by, and preferably flush with, an insulating material 213. Ifdesired, the electrodes 211 may be shaped in the form of magic symbolsor other shapes consistent with a desired magic theme, as illustrated.During use, the user's finger 217 is placed over the pair of electrodes211 and thereby forms a portion of an electronic circuit to change thestate of a corresponding solid state electronic switching device Q1, Q2,Q3 in communication therewith, such as a MOSFET or PNP transistor. Thetouch sensor is thereby actuated.

Each touch sensor preferably controls one data input bit of the RF/IRmodule data bus (for example, S3, S4, S5). One or more touch switchesmay be activated during a single wand transmission. Thus, those skilledin the art will readily appreciate that eight possible combinations oftouch switch activations are possible corresponding to eight uniquecommand input data sets as follows: ON/ON/ON; OFF/OFF/ON; ON/OFF/ON,OFF/ON/ON, ON/ON/OFF; OFF/OFF/OFF; ON/OFF/OFF, and OFF/ON/OFF Theseeight sensor states can represent, for example, eight unique commandsignals sent using the RF/IR module 150 h.

As illustrated in FIGS. 16C and 16D, a user may select a spell bytouching one or more selected magic symbols. Then, while holding thefingers over the selected magic symbols and using only a single wandactivation circuit and a single learned wand motion, the user causes anRF or IR signal to be transmitted, carrying the unique commandsignal/data to an RF or IR receiver, thereby controlling or activatingan associated effect.

Optionally, wand 100 h includes a magnetic tip 216, as illustrated inFIG. 16A. This can be especially useful and entertaining for close-rangeactivation of various play effects, such as turning lights on/off,triggering special sound and/or lighting effects. For example, FIGS.17A-17B are time-sequenced illustrations of one embodiment of amagnetically actuated lighting effect using the interactive wand toy 100h with optional magnetic tip 216. A magnetic reed switch 218 is providedin series between the desired lighting effect 220 and a power source(V+). The reed switch is constructed in the normal fashion. Contacts222, 224 are normally open and, thus, the lighting effect 220 is in itsOFF state. But, when the magnetic tip 216 of wand 100 h is brought intorelatively close proximity (2-3 cm) with the reed switch 218, contactelements 222, 224 are magnetized by the magnetic field lines and aredrawn toward each other. This causes the contacts 222, 224 toimmediately attract, closing the gap and completing the circuit to turnon the lighting effect 220. Of course, those skilled in the art willappreciate from the disclosure herein that various relays, powercontrollers and the like may be required or desirable to provideadequate control of larger, more complex effects. But all such effects,no matter how small/simple or large/complex, may be triggered with asimple reed switch 218 and a wand 100 h having a magnetic tip 216, asdescribed above.

The magnetic tip 216 is especially useful and synergistic in combinationwith the other disclosed functions and features of wand 100 h. Thus, forexample, as illustrated in FIG. 17C, a desired lighting effect iscontrolled by RF/IR receiver 250, which is adapted to receive an RFand/or IR command signal from wand 100 h. The RF/IR receiver 250 (and/orthe lighting effect 220) is also controlled by series-connected magneticreed switch 218, as illustrated and described above (FIGS. 17A, 17B).Desirably, this allows a user to use the wand 100 h and the magnetic tip216 thereof to select one or more effects he or she wishes to control oractivate. For example, the closure of the magnetic reed switch 218 sendsan activation signal to RF/IR receiver 250. In response, the receiverinitiates a timer (for example, 5-10 seconds) wherein its RF and/or IRreceiver circuitry is activated and ready to receive one or moretransmitted commands for controlling the associated effect 220. Thus, auser may select to control the lighting effect 220 by activating thereed switch 218 with the magnetic tip 216 of wand 100 h. Then the usermay cast a spell (cause the wand 100 h to transmit an RF or IR commandsignal) that commands the RF/IR receiver 250 to turn the lighting effectON or OFF, to change the lighting effect (for example, change its coloror intensity), and/or launch a related effect (for example, simulatedlevitation of the lighting source or other desired effects). In thismanner, users can maintain direct and precise control over any number ofindividual play effects as may be desired. The wand 100 h in all othermaterial respects is essentially the same as wand 100 f illustrated anddescribed above in connection with FIG. 14. Note that handle 120 h andknob 123 h are slightly modified, as these elements are preferablyuniquely customized/personalized for each wand and/or wand user as willbe discussed in more detail later.

While it is particularly preferred to provide batteryless RF-enabled,RFID-enabled or IR-enabled wand 100, those skilled in the art willrecognize from the disclosure herein that the invention may be carriedout in a variety of other ways that incorporate some or all of theinventive features disclosed and described herein. For example, wandactivation circuit 115 may be implemented in a variety of other gamingand entertainment applications such as, for example, a wireless orhard-wired wand input device for a video game, computer game or homegame console, an arcade or redemption challenge device, home-operatedamusement device using simple bells and buzzers, or the like.Alternatively, some or all of the various circuitry and componentsdescribed herein above may be externally implemented such that the wand100 may not be entirely self-contained, but may rely on certain externalcomponents and circuitry for some or all of its functionality.Alternatively, some or all of the various circuitry and componentsdescribed herein can be implemented in a user-wearable format such thatvarious interactive play effects and the like, as described herein, maybe actuated through particular hand or arm motions without the use of awand.

Proximity Sensor

In yet another embodiment, the wand 100 further comprises a proximitysensor usable to provide a “hover” effect that is indicative of theinitialization of a control interlock. When the proximity sensor in thewand 100 is moved within a particular distance of a receiver, such asthe RF/IR receiver 150, and/or an effects controller, a “hover” effectoccurs, such as, for example, the turning on of a light, the movement orvibration of an object, or any other perceptible signal (visual oraudible) that notifies the user that a play effect may be initiated.

For instance, one embodiment of the invention may include a play effectthat comprises the moving of a book. When the user brings the wand 100within a predetermined distance from the book (for example, one meter),the proximity sensor in the wand 100 causes the wand to output a commandsignal to a receiver and/or effects controller near the book to initiatea control interlock and to generate a “hover” effect, such as theturning on of a light. At this point, the user is notified that he orshe may then cast the appropriate spell, such as by appropriatelymotioning the wand 100, which causes the book to move. If the userattempts to cast the spell outside of the predetermined distance, thebook does not move. This is because the appropriate control interlock isnot initiated between the wand 100 and the receiver and/or effectscontroller.

Furthermore, the foregoing described “hover” effect may be used withpassive RFID technology to conserve energy or battery power of the wand100. In one embodiment, the wand 100 comprises a passive RFID circuit inaddition to an activation circuit (for example, activation circuit 115of FIG. 1) and may operate in an “active” or a “sleep” mode. During thesleep mode, the activation circuit does not engage in significantactivity, which reduces the energy consumption of the wand 100. Inaddition, during the “sleep” mode, the user may not be able to castspells with the wand 100. When the passive RFID circuit of the wand 100is brought within a certain range of an RF transmitter, such aspositioned near the effects controller, the passive RFID circuitreceives the transmitted RF signal and “awakens” the wand activationcircuit into the “active” state. At this point, the user is able toengage in spell casting, such as by motioning the wand, as is describedherein. In further embodiments, a perceptible signal, such as a light ora noise, alerts the user when the wand 100 awakens to an “active” mode.

Although disclosed with reference to particular embodiments, a skilledartisan will recognize from the disclosure herein a wide variety ofmethods and/or devices usable to cause a “hover” effect. For example,the user may use certain voice commands, such as a particular magic wordor phrase, to cause the “hover” effect and to initiate a controlinterlock. In other embodiments, an RFID tag in the wand 100, thereceiver, and/or the effects controller is used to initiate the “hover”effect. In yet other embodiments, the proximity sensor is located remoteto the wand 100, such as near or in the receiver and/or effectscontroller.

Wand Operation

A magic wand as disclosed and described herein may be used to cast aninfinite possibility of “spells” or commands based on a single wandactivation circuit, a single learned wand motion and only a few uniquewand command signals selected using any of the various circuits andstructures described above in connection with FIGS. 14-16 (of coursemore complex operations are also possible and desirable). For example,using the wand 100 g illustrated and described in connection with FIGS.16A-16D a user can easily transmit three distinct command codes selectedby each of the three touch sensors 108, 110, 112. Touching either the“+” or the “−” symbols and waving the wand in the required motiontriggers the internal wand activation circuit and causes the wand totransmit a radio frequency (RF) or infrared (IR) signal corresponding toan “ON/CAST” or “OFF/BLOCK” command or spell, respectively. This can beuseful, for example, for turning on/off various play effects over longdistances (up to 100 meters) and for basic game play such as spellcasting competitions, target practice, and the like.

If it is desired to provide signal directionality so that the commandsignal or spell can be aimed or cast at various particular selected playeffects or objects, then a directional signal source such as IR and/ordirectionalized RF is preferably selected. Alternatively, a combinationof directional (for example, IR) and omni-directional (for example, RF)signal sources may be used effectively to provide a desired directionalspell-casting capability. For example, a momentum-actuated switch oraccelerometer (not shown) internally disposed within the tip of wand 100can be used to activate a directional signal source (for example, alight bulb or LED shining a beam or cone of light) when a predeterminedmomentum force or acceleration is reached. Such a wand with internalwand activation circuitry and/or a directional signal source mayreplace, for example, a gun or a rifle in a conventional shootinggallery or target game such as disclosed in U.S. Pat. No. 4,296,929 toMeyer et al. and U.S. Pat. No. 5,785,592 to Jacobsen, both of which areincorporated by reference herein in their entireties.

Waving and activating the wand while touching the “*” symbol preferablyinitiates the beginning of a “complex” spell comprising multiplecombinations of the first two (base-2 coding) or all three wand motions(base-3 coding). Of course, those skilled in the art will appreciatethat with three touch sensors, up to base-8 coding is possible byincluding combinations of simultaneously activated sensors. Thus,various spell “recipes” or incantations can be described and carried outusing a sequence of individual commands and corresponding wand motionsas represented, for example, by the three distinct magic symbols. Table3, below, illustrates some examples of complex spells/commands that arepossible using base-3 coding.

TABLE 1 Spell Formula Effect + “on” or “cast spell” − “off” or “blockspell” * “start complex spell” *+ “move object” *− “stop object” *−*+“start/increase levitation” *−*− “stop/decrease levitation” *+*+“unlock/open door” ***− “lock/close door” *++ “Fire Spell” *+− “BlockFire spell” *+++ “Ice Spell” *++− “Block Ice Spell”

Using up to 6 combinations of 2 wand motions (base-2), wand users canproduce 126 different spells. Using up to 6 combinations of 3 wandmotions (base-3), wand users can produce 1092 different spells. Using upto 6 combinations of 8 wand motions (base-8) produces 299,592 differentpossible spells. There is virtually no limit to the number of differentspells that can be created and executed in this fashion. Preferably,once a complex spell is initiated and during each further step thereof atimer is initiated by the associated active receiver module and/oreffects controller. If an additional command signal is not receivedwithin a predetermined time period (e.g. 0.5-3 seconds) the complexspell is considered “completed” and the effects controller actuates theappropriate relay to trigger whatever appropriate effect(s) correspondto the complex spell received. If the spell is incomplete or isinaccurate in any way, preferably only a “swoosh” or similar soundeffect is triggered indicating that a spell was cast but did not work.

If desired, the active receiver module or associated effects controllercan also be configured to give users audible and/or visual cues as eachcomplex spell is being cast. This is in order to help users cast complexspells and help them identify when they have made a mistake or if theyare about to cast the wrong or an unintended spell. For example, variousthemed feedback effects such as glowing lights, halo effects orescalating sound effects can be provided as each step in a complex spellis successfully completed. Again, this helps users learn the spells andunderstand where they perhaps went wrong in casting a particular spell.It also helps users discover and learn new spells by trial and errorexperimentation and by memorizing various spell sequences/commands thatare observed to produce desired effects.

Preferably, users participate and advance in an interactive magicexperience or game over time (for example, weeks, months or years)according to a predetermined progression of gaming levels, wand levelsand/or experience levels. For example, the various RF receivers disposedwithin a compatible play space could be programmed so that users ofLevel-1 wands may only be able to cast spells by actually touching theirwands to whatever object they wish to control/actuate. Users of Level-2wands would be able to cast simple (for example, on/cast and off/block)spells over short and medium range distances, but not complex spells.Users of Level-3 wands would be able to cast simple spells (for example,on/cast and off/block) and some complex spells (for example, spellsrequiring up to 3 wand motions) over short, medium and long rangedistances, but not more complex spells requiring 4 or more wand motions.Users of Level-4 wands would be able to cast all types and varieties ofsimple and complex spells over short, medium and long distances usingany number of wand motions as desired. Certain “master” level users mayalso be able to program or define their own spells and share them withother users. There is no limit to the number and complexity of spellsand corresponding special effects that may be created.

Wand levels can easily be set and changed, for example, by accessing theinternal circuitry of each wand and flipping various dip switches tochange the address or coding of the internal RF/IR transmitter.Alternatively, within a play facility wand levels may be set and storedat the receiver/controller level by tracking each wand unique ID code(UPIN/UGIN) and using a computer and an indexed data-base to look up thecorresponding wand level and any other relevant gaming informationassociated with each unique UPIN/UGIN. Preferably, when a user reachesthe appropriate number of points or experience for advancement to thenext level, a special congratulatory effect is actuated and the user isthereby notified that he or she has earned additional magic powers. Ifdesired, a short graduation ceremony may be presided over by a “GrandWizard” while the user's wand is upgraded with new magic powers (forexample, insertion of new electronics and/or adjustment of various dipswitches, circuit jumpers, combinations of the same or the like).

Wand Fabrication, Assembly and Detailing

One particularly exciting and rewarding aspect of an immersiveinteractive magic experience in accordance with the present invention isproviding users with an opportunity to select, build and/or decoratetheir own magic wands. Accordingly, preferably all or most of the wandcomponents are standardized, modularized and interchangeable so thatvarious prefabricated wand components and starting materials can bestocked (for example, in a “wizards workshop”) and individuallypurchased by users to create an endless variety of unique andindividualized finished wands having evolving powers, abilities and/oraesthetics.

For the most fully immersive experience possible it is most desirablethat users are not distracted by the underlying technology that makesthe wand work, but simply enjoy the immersive fantasy experience ofpracticing, performing and mastering “real” magic using a “real” magicwand. Thus, preferably most, if not all, of the wand components aresimple in outward appearance and preferably contain no conspicuousoutward manifestations (or have only minimal outward manifestations) ofthe technology within. Wand materials and components fabricated fromnatural or simulated natural materials, such as wood, bone and leather,minerals (metals) and crystals are particularly preferred, althoughcertainly not required.

The base wand component comprises the wand shaft 110. This may be ahollow plastic, wood or metal shaft provided in various materials andcolors. For beginners or entry level users, a finished wand may beconstructed by simply selecting a wand shaft 110 and then fitting itwith one or more magnetic end caps 216, as illustrated. This provides aentry level wand (Level-1) that can be used to activate a variety ofsimple effects such as illustrated and described above in connectionwith FIGS. 17A-17C. If desired, a small wood lathe 230 can be used tocreate a custom wand handle 120 fabricated from a selected wood stockand a user's choice of any one of a number of available templatepatterns. If further desired, the end of the handle may becenter-drilled to accommodate a threaded stud 121, bolt or other meansfor removably securing a selected decorative metal, wood and/or crystalknob 123 a-123 f. Such knobs may comprise, for example, any one of anumber of standard, internally threaded cabinet knobs or drawer-pullssuch as available from Emtek Products Inc. A Level-1 wand constructed inthis fashion preferably facilitates basic game play within a compatibleplay facility, but is not fully functional and, therefore, may not becapable of achieving some of the more desirable play effects or playexperiences available.

The next level wand (Level-2) would preferably include, in addition, asimple passive RFID transponder 118 inserted and secured at one endthereof. The transponder 118 provides relatively short-range RFcommunications and also stores a unique person identifier number(“UPIN”) and an optional unique group identifier number (“UGIN”). TheUPIN and UGIN may be used to identify and track individual wands andplay participants. The RFID transponder 118 also stores certaininformation identifying each play participant and/or describing certainpowers or abilities possessed by an imaginary role-play characterrepresented by the wand. These stored character attributes may be easilyand conveniently transported with the wand to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. If desired, the transponder 118 may be encapsulatedin a colored epoxy, Lucite® acrylic glass (polymethyl methacrylate orPMMA) or the like and thereby disguised as a natural crystal ormineral/stone. A Level-2 wand preferably facilitates basic andintermediate game play within a compatible play facility. It has morefunctionality than a Level-1 wand, but is still not fully functionaland, therefore, may not be capable of achieving some of the mostdesirable play effects or play experiences available.

The next level wand (Level-3) would preferably include, in addition, anactive RF/IR module and associated wand activation circuitry forwirelessly casting a simple spell (for example, ON/OFF) over longerdistances. For example, this would be similar to the wand 100 d,illustrated and described above in connection with FIG. 12. Preferably,the wand would be self powered, requiring no batteries or otherreplaceable internal power source. However, if replaceable batteries aredesired, they may optionally be encapsulated in a colored epoxy, Lucite®acrylic glass or the like and thereby disguised and sold in the form ofa natural “energy crystal” or mineral/stone. A Level-3 wand preferablyfacilitates basic, intermediate and some advanced game play within acompatible play facility. It has more functionality than a Level-1 andLevel-2 wand and can cast simple spells over long distances, but is notable to cast more complex spells. Therefore, it may not be capable ofachieving some of the most advanced and desirable play effects or playexperiences available.

The highest level wand (Level-4) would preferably include, in addition,circuitry and/or structure(s) for selecting and casting more advancedand/or complex spells (for example, ON/OFF, increase/decrease, UP/DOWN,change colors, simulated levitation, or the like). For example, thiswould be similar to the wands 100 f-100 h, illustrated and describedabove in connection with FIGS. 14-16. Preferably, the wand would be selfpowered, requiring no batteries or other replaceable internal powersource. A Level-4 wand preferably facilitates basic, intermediate andall advanced game play within a compatible play facility. It has morefunctionality than a Level-1, Level-2 and Level-3 wand and can cast avariety of simple or complex spells over long distances to achieve themost advanced and spectacular magical play effects.

Preferably, in all cases described above, the wand shaft 110, handle 120and/or knob 123 may be further decorated and/or individualized, asdesired, with various monograms, engravings, stickers, stains, custompaint and the like, to suit the tastes of each individual user. Forexample, various assembly and fabrication stations may preferably beprovided within a dedicated “workshop” area whereby wand purchasers maypersonally attend to the selection, fabrication, assembly and finaldetailing of their personal wands. Similarly, wand “kits” may also beselected, packaged and sold whereby purchasers can assemble and decoratetheir own wands in the convenience of their own home using the wandcomponents, materials and decorative elements illustrated and describedabove. FIGS. 19A-19P illustrate various examples of wands, wand handlesor grips, wand add-ons, and wand knobs that have been fabricated,assembled and detailed in a manner as described above.

RFID Tags/Transponders

Many of the preferred embodiments of the invention illustrated anddescribed above are RFID-enabled—that is, they utilize RFID technologyto electrically store and communicate certain relevant information (forexample, UPIN and UGIN, game levels, points, combinations of the same orthe like) and/or to wirelessly actuate or control various magical playeffects. RFID technology provides a universal and wireless medium foruniquely identifying objects and/or people and for wirelessly exchanginginformation over short and medium range distances (10 cm to 10 meters).Commercially available RFID technologies include electronic devicescalled transponders or tags, and reader/writer electronics that providean interface for communicating with the tags. Most RFID systemscommunicate via radio signals that carry data either uni-directionally(read only) or, more preferably, bi-directionally (read/write).

Several examples of RFID tags or transponders particularly suitable foruse with the present invention have been illustrated and describedherein. For example, in the particular preferred embodiments illustratedand described above, a 134.2 kHz/123.2 kHz, 23 mm glass transponder ispreferably selected, such as available from Texas Instruments, Inc.(http://www.tiris.com, for example, Product No. RI-TRP-WRHP). Asillustrated in FIG. 21A, this transponder basically comprises a passive(batteryless) RF transmitter/receiver chip 240 and an antenna 245provided within an hermetically sealed vial 250. A protective siliconsheathing 255 is preferably inserted around the sealed vial 250 betweenthe vial and the inner wall of the tube 110 to insulate the transponderfrom shock and vibration. If desired, the RFID transponder 118 may bemodified to provide an optional external interrupt/disable line 260,such as illustrated in FIG. 21A and as described in more detail above inconnection with FIGS. 1 and 5.

However, those skilled in the art will readily appreciate from thedisclosure herein that the invention is not limited to the specific RFIDtransponder devices disclosed herein, but may be implemented using anyone or more of a wide variety of commercially available wirelesscommunication devices such as are known or will be obvious from thedisclosure herein to those skilled in the art. These include, withoutlimitation, RFID tags, EAS tags, electronic surveillance transmitters,electronic tracking beacons, Wi-Fi, GPS, bar coding, and the like.

Of particular interest for purposes of practicing the present inventionis the wide variety of low-cost RFID tags that are available in the formof a printed circuit on a thin, flat adhesive-backed substrate or foil.For example, the 13.56 MHz RFID tag sold under the brand name Tag-it™and available from Texas Instruments, Inc. (http://www.tiris.com,Product No. RI-103-110A) has particular advantages in the context of thepresent invention. Paper thin and batteryless, this general purposeread/write transponder is placed on a polymer tape substrate anddelivered in reels. It fits between layers of laminated paper or plasticto create inexpensive stickers, labels, tickets and badges. Tag-it™inlays have a useful read/write range of about 25 cm and contain 256bits of on-board memory arranged in 8×32-bit blocks which may beprogrammed (written) and read by a suitably configured read/writedevice. Such tag device is useful for storing and retrieving desireduser-specific information such as UPIN, UGIN, first and/or last name,age, rank or level, total points accumulated, tasks completed,facilities visited, etc. If a longer read/write range and/or more memoryis desired, optional battery-powered tags may be used instead, such asavailable from AXCESS, Inc. and/or various other vendors known to thoseskilled in the art.

Another RFID tagging technology of particular interest for purposes ofpracticing the present invention are the so-called “chipless” RFID tags.These are extremely low-cost RFID tags that are available in the form ofa printed circuit on a thin, flat adhesive. These tags are similar insize, shape and performance to the Tag-it™ inlays described above,except that these tags require no on-board integrated circuit chip.Chipless RFID tags can be electronically interrogated to reveal apre-encoded unique ID and/or other data stored on the tag. Because thetags do not contain a microchip, they cost much less than conventionalRFID tags. An adhesive-backed chipless RFID tag with up to 10 metersrange and 256 bits of data, can cost one tenth of their silicon chipequivalents and typically have a greater physical performance anddurability. For example, a suitable chipless RFID tag is being madeavailable from Checkpoint Systems under its ExpressTrak™ brand. Veryinexpensive chipless RFID tags (and/or other types of RFID tags) mayalso be directly printed on paper or foil substrates using variousconductive inks and the like, such as are available from Parelec Inc.under its Parmod VLT™ brand.

In the context of carrying out an interactive gaming experience, playexperience or entertainment experience, such as the type generallydisclosed and described herein, such adhesive-backed tag devices and thelike are highly advantageous. They are inexpensive, disposable, and maybe easily secured or applied to virtually any play object, wand,wristband, badge, card or the like, for electronically storing andretrieving desired user-specific or object-specific information. Suchinformation may include, for example, UPIN, UGIN, objecttype/size/shape/color, first and/or last name, age, rank or level, totalpoints accumulated, tasks completed, facilities visited, combinations ofthe same or the like. For example, FIG. 20A illustrates one preferredembodiment of a wand toy 100 i having an adhesive-backed RFID tag 322secured thereon for enabling the wand 100 i to interact with variousplay effects located within an RFID-enabled play facility or playenvironment. FIG. 20B illustrates a second preferred embodiment of awand toy 100 j having an adhesive-backed RFID tag 322 secured thereonfor enabling the wand 100 j to interact with various play effectslocated within an RFID-enabled play facility or play environment.Similar RFID tags may also be applied to any of the other wands 100 a-hdisclosed and described herein or any other toys, play objects, jewelry,trinkets, action figures, collectibles, trading cards and generally anyother items desired to be incorporated as part of an RFID-enabled gamingexperience.

FIGS. 20E and 20F illustrate one possible preferred embodiment of a keychain trinket 321 incorporating an RFID tag 322 suitable for use invarious RFID-enabled gaming and entertainment experiences as disclosedherein. Such RFID-enabled items not only make the overall gaming andentertainment experience more exciting and enjoyable, but they cancreate unique branding opportunities and additional lucrative revenuesources for a play facility owners/operators. Moreover, andadvantageously, character attributes developed during a playparticipant's visit to a local play facility are stored on the tag 322.When the play participant then revisits the same or another compatibleplay facility, all of the attributes of his character are “remembered”on the tag so that the play participant is able to continue playing withand developing the same role-play character. Similarly, various videogames, home game consoles, and/or hand-held game units can be andpreferably are configured to communicate with the tag in a similarmanner as described above and/or using other well-known informationstorage and communication techniques. In this manner, a play participantcan use the same role play character he or she has developed withspecific associated attributes in a favorite video action game,role-play computer game or the like.

Trading cards incorporating RFID tags are also particularly advantageousin the context of an interactive role-playing game such as disclosedherein. For example, FIGS. 20C and 20D are front and rear views,respectively, of an optional RFID-enabled trading card 325 for usewithin an interactive gaming experience as described herein. Forexample, such RFID-enabled trading cards may be used instead of or as anadjunct to the wand 100 with RFID transponder 118 as illustrated anddescribed above in connection with FIG. 1. Each card 325 preferablycomprises a paper, cardboard or plastic substrate having a front side328 and a back side 330. The front 328 of the card 325 may be imprintedwith graphics, photos, or any other information as desired. In theparticular embodiment illustrated, the front 328 contains an image of amagical wizard character 332 in keeping with an overall magic or wizardtheme. In addition, the front 328 of the card may include any number ofother designs or information 334 pertinent to its use and application inthe game. For example, the character's special magic powers, skills andexperience level may be indicated, along with any other special powersor traits the character may possess.

The obverse side 330 of the card preferably contains the cardelectronics comprising an RFID tag 322 pre-programmed with the pertinentinformation for the particular person, character or object portrayed onthe front of the card. The tag 322 generally comprises a spiral woundantenna 338, a radio frequency transmitter chip 340 and variouselectrical leads and terminals 342 connecting the chip to the antenna.If desired, the tag may be covered with an adhesive paper label 344 or,alternatively, the tag may be molded directly into a plastic sheetsubstrate from which the card is formed. Preferably, the tag 322 ispassive (requires no batteries) so that it is inexpensive to purchaseand maintain. The particular tag illustrated is the 13.56 MHz tag soldunder the brand name Taggit™ available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-103-110A). The tag may be“read/write” or “read only”, depending on its particular gamingapplication. Optionally, less expensive chipless tags may also be usedwith equal efficacy.

Those skilled in the art will readily appreciate from the disclosureherein that a variety of trading card designs having features andadvantages as disclosed herein may be used to play a wide variety ofunique and exciting games within an RFID-enabled play facility and/orusing an RFID-enabled gaming device or game console. Alternatively,persons skilled in the art will appreciate from the disclosure hereinthat such games may be carried out using a conventional computer gamingplatform, home game console, arcade game console, hand-held game device,internet gaming device or other gaming device that includes an RFIDinterface. Advantageously, play participants can use trading cards 325to transport information pertinent to a particular depicted person,character or object to a favorite computer action game, adventure game,interactive play facility or the like. For example, a suitablyconfigured video game console and video game may be provided which readsthe card information and recreates the appearance and/or traits of theparticular depicted person, character or object within the game. Ifdesired, the game console may further be configured to write informationto the card in order to change or update certain characteristics ortraits of the character, person or object depicted by the card 325 inaccordance with a predetermined game play progression.

Advantageously, RFID-enabled character trading cards and charactertraits, including special powers, and the like, need not be static inthe game, but may change over time according to a central story or talethat unfolds in real time (for example, through televised shows ormovies released over the course of weeks, months or years). Thus, acharacter trading card that may be desirable for game play this week(for example, for its special magic powers or abilities), may be lessdesirable next week if the underlying character is injured or capturedin the most recent episode of the story. Another significant andsurprising advantage of RFID-enabled trading cards is that multiplecards can be stacked and simultaneously read by a single RFID readereven where the cards are closely stacked on top of one another and eventhough the reader may be hidden from view. This feature and abilitycreates limitless additional opportunities for exciting gamecomplexities, unique game designs and gaming strategies heretoforeunknown.

FIGS. 38A-38D are front views of various alternative embodiments ofpossible role-play character cards for use within a Harry Potter/Hogwartinteractive play structure. See, for example, U.S. Pat. No. 6,761,637 toWeston, incorporated herein by reference, which describes an interactiveplay structure in the theme of a “magic” training center for would-bewizards in accordance with the popular characters and storylines of thechildren's book series “Harry Potter” by J. K Rowling. Role play cards625 are preferably constructed substantially the same as the card 325illustrated and described above in connection with FIGS. 20C, 20D,except with different character illustrations and/or graphics. Forexample, each card 625 may include a different character from a HarryPotter storyline representing a role-play character desired to beimagined by a play participant. The obverse side (not shown) includes anRFID tag, such as illustrated and described above in connection withFIG. 20D. Alternatively, a magnetic “swipe” strip and/or other wellknown information storage means may be used with efficacy, so long as itis relatively compact, durable and inexpensive.

The particular size, shape and theme of the cards 625 is relativelyunimportant. In the particular embodiment illustrated, the cards 625 areshaped and themed so as to be used as bookmarks for Harry Potter seriesbooks. These may be packaged and sold together with each Harry Potterbook, or they may be sold separately as novelty items or the like. Ifdesired, a hole or eyelet 627 may be provided at the top of each card625 so as to facilitate wearing the card 625 as a pendant on a necklace629 or as key-chain trinket. Smaller, pocket-sized cards and/or othersimilar RFID or magnetic transponder devices may also be used whereconvenience and market demand dictates. Such transponder devices arecommercially available, such as from Texas Instruments, Inc.(http://www.tiris.com, e.g., Prod. Nos. RI-TRPW9WK, RI-TRP-R9QL,RI-TRP-WFOB).

Of course, those skilled in the art will readily appreciate from thedisclosure herein that the underlying concept of an RFID-enabled card325 and card game is not limited to cards depicting fantasy charactersor objects, but may be implemented in a wide variety of alternativeembodiments, including conventional playing cards, poker cards, boardgame cards and tokens, sporting cards, educational cards and the like.If desired, any number of other suitable collectible/tradable tokens,coins, trinkets, simulated crystals or the like may also be provided andused with a similar RFID tag device for gaming or entertainment purposesin accordance with the teachings of the present invention.

For example, RFID tag devices may be included on “magic articles” thatmay be purchased or acquired in a gaming or interactive play system. Forinstance, a user may purchase an invisibility cloak, magic beads, belts,and the like during an interactive play experience. The RFID tags may beused to communicate to a central database that a certain person haspurchased or is in possession of the tagged item. The central databasemay then track the tagged items and/or may cause those in possession ofthe tagged items to have increased “magical” skills or powers, such asadditional protection from the spells “cast” by opposing players.

FIGS. 20G and 20H are front and rear views, respectively, of an optionalor alternative RFID tracking badge or card 325 that may be used insteadof or in addition to the wand 100 described above. The particular badgeor card 325 illustrated is intended to be affixed or adhered to thefront of a shirt or blouse worn by a play participant during their visitto suitably equipped play or entertainment facilities. The badgepreferably comprises a paper, cardboard or plastic substrate having afront side 328 and a back side 330. The front 328 of each card/badge 325may be imprinted with graphics, photos, or any other informationdesired. In the particular embodiment illustrated, the front 328contains an image of Harry Potter in keeping with the overall theme ofthe game. In addition, the front 328 of the badge 325 may include anynumber of other designs or information 334 pertinent to its application.For example, the guest's name and associated group may be indicated forconvenient reference. A unique tag ID Number may also be displayed forconvenient reference and is particularly preferred where the badge 325is to be reused by other play participants.

The obverse side 330 of the badge 325 contains the badge electronicscomprising a radio frequency tag 322 pre-programmed with a unique personidentifier number (“UPIN”). The tag 322 generally comprises a spiralwound antenna 338, a radio frequency transmitter chip 340 and variouselectrical leads and terminals 342 connecting the chip 340 to theantenna. Advantageously, the UPIN may be used to identify and trackindividual play participants within the play facility. Optionally, eachtag 322 may also include a unique group identifier number (“UGIN”) whichmay be used to match a defined group of individuals having apredetermined relationship—either preexisting or contrived for purposesof game play. If desired, the tag 322 may be covered with an adhesivepaper label (not shown) or, alternatively, may be molded directly into aplastic sheet substrate comprising the card 325.

RFID Readers/Writers

In accordance with another preferred embodiment of the invention variousRFID readers and associated play effects are distributed throughout anentertainment facility and are able to read the RFID tags describedherein and to actuate or control one or more effects in responsethereto. For example, the UPIN and UGIN information can be convenientlyread and provided to an associated computer, central network, displaysystem or other tracking, recording or display device for purposes ofinteracting with an associated effect and/or creating a record of eachplay participant's experience within the play facility. This informationmay be used for purposes of interactive game play, tracking andcalculating individual or team scores, tracking and/or locating lostchildren, verifying whether or not a child is inside a facility, photocapture and retrieval, and many other useful purposes as will be readilyobvious and apparent from the disclosure herein to those skilled in theart.

FIG. 21B is a simplified schematic diagram of one embodiment of an RFIDreader/writer 300 for use with the wand and RFID transponder 118 of FIG.21A. A preferred reader/writer device is the Series 2000 Micro Readeravailable from Texas Instruments, Inc. (http://www.tiris.com, forexample, Product No. RI-STU-MRD1). As illustrated, the reader/writer 300basically comprises an RF Module 302, a Control Unit 304 and an antenna306. When the distal end of wand 100 and its internally containedtransponder 118 comes within a predetermined range of antenna 306 (about20-200 cm) the transponder antenna 245 is excited by the radiated RFfields 308 and momentarily creates a corresponding voltage signal whichpowers RF transmitter/receiver chip 240. In turn, the RFtransmitter/receiver chip 240 outputs an electrical signal responsewhich causes transponder antenna 245 to broadcast certain informationstored within the transponder 235 comprising, for example, 80 to 1000bits of information stored in its internal memory. This informationpreferably includes a unique user ID (UPIN/UGIN), magic level or rankand/or certain other items of information pertinent to the user, thewand and/or the game or play experience.

A carrier signal embodying this information is received by antenna 306of RFID reader/writer 300. RF Module 302 decodes the received signal andprovides the decoded information to Control Unit 304. Control Unit 304processes the information and provides it to an associated logiccontroller, PID controller, computer or the like using a variety ofstandard electrical interfaces (not shown). Thus, the informationtransmitted by transponder 118 and received by reader/writer 300 may beused to control one or more associated play effects through aprogrammable logic controller, for example. In one embodiment, theinformation transmitted includes data relating to the activation of thesensors 122, 124 of the wand 100. In other embodiments, the transmittedinformation may include timing information, such as the duration of timethat a sensor is activated and/or the duration of time betweensuccessive activations of the sensors 122, 124. Play effects, mayinclude, for example, lighting effects, sound effects, variousmechanical or pneumatic actuators and the like.

Preferably, RFID reader/writer 300 is also configured to broadcast or“write” certain information back to the transponder 118 to change orupdate information stored in its internal memory, for example. Theexchange of communications occurs very rapidly (about 70 ms) and so,from the user's perspective, it appears to be virtually instantaneous.Thus, the wand 100 may be used to “magically” actuate and/or communicatewith various associated effects by simply touching or bringing the tipof the wand 100 into relatively close proximity with the antenna 306 ofa reader/writer unit 300.

FIG. 21C is a simplified circuit schematic of the reader/writer unit 300of FIG. 21B. The read or write cycle begins with a charge (or poweringphase) lasting typically 15-50 ms. During this phase, the RF Module 302causes the antenna 306 to emit an electromagnetic field at a frequencyof about 134.2 kHz. The antenna circuit is mainly formed by theresonance capacitor C1 and the antenna coil 306. A counterpart resonantcircuit of the transponder 118 is thereby energized and the inducedvoltage is rectified by the integrated circuit 240 and storedtemporarily using a small internal capacitor (not shown).

The charge phase is followed directly by the read phase (read mode).Thus, when the transponder 118 detects the end of the charge burst, itbegins transmitting its data using Frequency Shift Keying (FSK) andutilizing the energy stored in the capacitor. The typical data low bitfrequency is 134.2 kHz and the typical data high bit frequency is 123.2kHz. The low and high bits have different duration, because each bittakes 16 RF cycles to transmit. The high bit has a typical duration of130 μs, the low bit of 119 μs. Regardless of the number of low and highbits, the transponder response duration is generally less than about 20ms.

The carrier signal embodying the transmitted information is received byantenna 306 and is decoded by RF module 302. RF Module 302 comprisesintegrated circuitry 312 that provides the interface between thetransponder 118 and the Control Module 304 (data processing unit) of theReader/Writer Unit 300. It has the primary function and capability tocharge up the transponder 118, to receive the transponder responsesignal and to demodulate it for further digital data processing.

A Control Unit 304, comprising microprocessor 314, power supply 316 andRS232 Driver 318, handles most data protocol items and the detailed fasttiming functions of the Reader/Writer Module 300. It may also operate asinterface for a PC, logic controller or PLC controller for handlingdisplay and command input/output functions, for example, foroperating/actuating various associated play effects.

FIG. 21D is a simplified schematic diagram of another embodiment of anRF transceiver 300 and optional master control system 375 for use with amagic wand toy actuator 100. As illustrated, the transceiver 300basically comprises an RF Module 302, a Control Module 304 and anantenna 306. When the distal end of wand 100 comes within apredetermined range of antenna 306 (˜20-60 cm) the transponder antenna245 (FIG. 21A) becomes excited and impresses a voltage upon the RFtransmitter/receiver chip 240 disposed within transponder 118 at thedistal end of the wand 100. In response, the RF transmitter/receiverchip 240 causes transponder antenna 245 to broadcast certain informationstored within the transponder 118 comprising 80 bits of read/writememory. This information typically includes the users unique ID number,magic level or rank and/or certain other information pertinent to theuser or the user's play experiences.

This information is initially received by RF Module 302, which can thentransfer the information through standard interfaces to an optional HostComputer 375, Control Module 304, printer, or programmable logiccontroller for storage or action. If appropriate, Control Module 304provides certain outputs to activate or control one or more associatedplay effects, such as lighting, sound, various mechanical or pneumaticactuators or the like. Optional Host Computer 375 processes theinformation and/or communicates it to other transceivers 300, as may berequired by the game. If suitably configured, RF Module 302 may alsobroadcast or “write” certain information back to the transponder 118 tochange or update one or more of the 80 read/write bits in its memory.This exchange of communications occurs very rapidly (˜70 ms) and so fromthe user's perspective it appears to be instantaneous. Thus, the wand100 may be used in this “short range” or “passive” mode to actuatevarious “magical” effects by simply touching or bringing the tip of thewand 100 into relatively close proximity with a particular transceiver300. To provide added mystery and fun, certain transceivers 300 may behidden within a play environment so that they must be discovered bycontinually probing around using the wand 100. The locations of thehidden transceivers may be changed from time to time to keep the gamefresh and exciting.

FIGS. 21E, 21F and 21G are simplified schematic illustrations of tag andreader operation in accordance with another embodiment of the invention.The tag 322 is initially activated by a radio frequency signal broadcastby an antenna 306 of an adjacent reader or activation device 300. Thesignal impresses a voltage upon the tag antenna 338 by inductivecoupling which is then used to power the chip 340. When activated, thechip 340 transmits via radio frequency a unique identification numberpreferably corresponding to the UPIN and/or UGIN described above. Thesignal may be transmitted either by inductive coupling or, morepreferably, by propagation coupling over a distance “d” determined bythe range of the tag/reader combination. This signal is then receivedand processed by the associated reader 300 as described above. Ifdesired, the RFID card or badge 325 may also be configured forread/write communications with an associated reader/writer. Thus, theunique tag identifier number (UPIN or UGIN) can be changed or otherinformation may be added.

As indicated above, communication of data between a tag and a reader isby wireless communication. As a result, transmitting such data is alwayssubject to the vagaries and influences of the media or channels throughwhich the data has to pass, including the air interface. Noise,interference and distortion are the primary sources of data corruptionthat may arise. Thus, those skilled in the art will recognize that acertain degree of care should be taken in the placement and orientationof readers 300 so as to minimize the probability of such datatransmission errors. Preferably, the readers are placed at least 30-60cm away from any metal objects, power lines or other potentialinterference sources. Those skilled in the art will also recognize thatthe write range of the tag/reader combination is typically somewhat less(˜10-15% less) than the read range “d” and, thus, this should also betaken into account in determining optimal placement and positioning ofeach reader device 300.

Typical RFID data communication is asynchronous or unsynchronized innature and, thus, particular attention should be given in consideringthe form in which the data is to be communicated. Structuring the bitstream to accommodate these needs, such as via a channel encodingscheme, is preferred in order to provide reliable system performance.Various suitable channel encoding schemes, such as amplitude shiftkeying (ASK), frequency shift keying (FSK), phase shift keying (PSK) andspread spectrum modulation (SSM), are well know to those skilled in theart and will not be further discussed herein. The choice of carrier wavefrequency is also important in determining data transfer rates.Generally speaking the higher the frequency the higher the data transferor throughput rates that can be achieved. This is intimately linked tobandwidth or range available within the frequency spectrum for thecommunication process. Preferably, the channel bandwidth is selected tobe at least twice the bit rate required for the particular gameapplication.

FIG. 21H is a simplified block diagram illustrating the basicorganization and function of the electronic circuitry comprising theradio frequency transmitter chip 340 of the RFID tag device 322 of FIG.20H. The chip 340 basically comprises a central processor 530, AnalogueCircuitry 535, Digital Circuitry 540 and on-board memory 545. On-boardmemory 545 is divided into read-only memory (ROM) 550, random accessmemory (RAM) 555 and non-volatile programmable memory 560, which isavailable for data storage. The ROM-based memory 550 is used toaccommodate security data and the tag operating system instructionswhich, in conjunction with the processor 530 and processing logic dealswith the internal “house-keeping” functions such as response delaytiming, data flow control and power supply switching. The RAM-basedmemory 555 is used to facilitate temporary data storage duringtransponder interrogation and response. The non-volatile programmablememory 560 may take various forms, electrically erasable programmableread only memory (EEPROM) being typical. It is used to store thetransponder data and is preferably non-volatile to ensure that the datais retained when the device is in its quiescent or power-saving “sleep”state.

Various data buffers or further memory components (not shown), may beprovided to temporarily hold incoming data following demodulation andoutgoing data for modulation and interface with the transponder antenna338. Analog Circuitry 535 provides the facility to direct andaccommodate the interrogation field energy for powering purposes inpassive transponders and triggering of the transponder response. AnalogCircuitry also provides the facility to accept the programming or“write” data modulated signal and to perform the necessary demodulationand data transfer processes. Digital Circuitry 540 provides certaincontrol logic, security logic and internal microprocessor logic requiredto operate central processor 530.

Long Range Transmitter and Receiver

If desired, the wand 100 may also be configured for long rangecommunications with one or more of the transceivers 300 (or otherreceivers) disposed within a play environment. For example, one or moretransceivers 300 may be located on a roof or ceiling surface, on aninaccessible theming element, or other area out of reach of playparticipants. Such long-range wand operation may be readily achievedusing an auxiliary battery powered RF transponder, such as availablefrom Axcess, Inc., Dallas, Tex. If line of sight or directionalactuation is desired, a battery-operated infrared LED transmitter andreceiver of the type employed in television remote controls may be used,as those skilled in the art will readily appreciate. Of course, a widevariety of other wireless communications devices, as well as varioussound and lighting effects may also be provided, as desired.

In many of the preferred embodiments of the invention as illustrated anddescribed herein it is disclosed to use a radio frequency (RF) and/orinfrared (IR) transmitter to send wand command signals over relativelylong range distances (for example, 10-100 meters or more). For example,wand 100A illustrated and described in connection with FIG. 7 includesan internal RF/IR Module 150 for communicating various command signalsto one or more remote RF/IR receivers and associated effects. Commandsignal receivers may be located, for example, on a remote roof orceiling surface of a compatible play facility, a retail mall,restaurant, destination resort facility or even an outdoor public playarea. Internal RF/IR Module 150 can comprise any number of small,inexpensive RF transmitters such as are commercially available fromAxcess, Inc., of Dallas, Tex. If directionality is desired, any numberof small, inexpensive infrared LED transmitters may be used, such as thetype commonly employed in television remote controls, keyless entrysystems and the like.

FIG. 22A is a schematic block diagram of a particularly preferredtransmitter module 150 adapted for use in accordance with the presentinvention. The transmitter module 150 generally comprises an RFtransmitter 358 driven and controlled by a microprocessor or ASIC 350.ASIC 350 includes address storage module 352, data storage module 354and shift register 356. Address storage module 352 includes a storedaddress or coded value, for example, in parallel bit format, that is apreselected coded value that may be uniquely associated with aparticular transmitter module 150. Address storage module 352 appliesthe address coded value to an encoder, such as shift register 356 which,when enabled, encodes the coded value by converting it from parallel bitformat to serial bit format which is applied to radio frequency (RF)transmitter 358. Similarly, data storage module 354 may include codeddata or commands provided by a user (for example, via any of the variouscommand input circuits and structures described above in connection withFIGS. 14-16). Data storage module 354 applies the coded data values toshift register 356 which, when enabled, encodes the coded data byconverting it from parallel bit format to serial bit format which isalso applied to radio frequency (RF) transmitter 358. Radio frequencytransmitter 358 modulates the coded address and data values which isencoded in serial bit format onto a radio frequency carrier signal whichis transmitted as an RF output signal (RF_(Out)) such as via a simpleloop antenna.

Application of electrical power from an internal battery source 152 (orone or more self-generating power sources as described herein) ispreferably controlled via wand activation circuitry 115 such asillustrated and described above in connection with FIGS. 1-6. Thus,transmitter module 150, address storage module 352, data storage module354, shift register 356 and/or RF transmitter 358, are preferably onlypowered for a short period of time when the wand circuitry 115 issuccessfully actuated and a corresponding command signal is to betransmitted. Those skilled in the art will recognize from the disclosureherein that transmitter module 150 may be implemented in a variety ofknown electrical technologies, such as discrete electronic circuitsand/or integrated circuits. An implementation employing an integratedmicroprocessor or an application specific integrated circuit (ASIC) 350is shown diagrammatically in FIG. 22A. Preferably, integrated circuitrytechnology and/or surface mount components are used to reduce thephysical size of the circuit 150 such that it is able to fit within therelatively small cavity 116 of wand shaft 110 or handle 120 (see FIG.1).

FIG. 23A is a schematic block diagram of receiver module 362 whichoperates in conjunction with transmitter module 150 previouslydescribed. Radio frequency command signals transmitted by transmittermodule 150 are provided as input signals (RF_(In)) to RF receiver 363which may comprise a simple tuned circuit with loop antenna (not shown).Command signals received by RF receiver 363 are applied to a decoder,such as shift register 364 which converts the coded value therein from aserial bit format to a parallel bit format. Address comparator 366receives at one input the transmitter module coded address value inparallel bit format from shift register 364 and at its other input apreselected fixed or dynamically stored coded value from address storage368. The preselected coded value from address storage 368 corresponds tothe preselected coded value of the transmitter module 150 with whichreceiver module 362 is associated or compatible. In other words, thepreselected coded value stored in transmitter address storage 352 oftransmitter module 150 is the same as or compatible with a preselectedcoded value as is stored in address storage 368 of receiver module 362with which it is associated or compatible. If the coded address value inthe received command signal matches all or a predetermined portion ofthe preselected fixed or dynamic coded value stored in address storage368, this coincidence is detected by address comparator 370 and isapplied to restart or reset receive timer 372. Receive timer 372preferably has a time-out period of, for example, 0.5-3 seconds and, ifit is not restarted or reset within this time period, it produces acommand termination signal which tells an associated controller 374 toprocess the received command signals(s) and to actuate one or morecorresponding play effects such as lighting effects 376, sound effects377 and motorized actuators 378. In other embodiments, the receive timer372 may determine the type and/or intensity of the play effect based onthe amount of time between command signals. For example, shorterdurations of time between command signals may cause higher-intensityplay effects, and longer durations of time may cause lower-intensityplay effects. Each of the functional elements of receiver module 362 andcontroller 374 receive electrical power from a suitable power source380, as illustrated.

In operation, a user activates circuitry 150 by appropriately waving ormoving the wand. This causes electrical voltage from battery 150 to beapplied across the RF transmitter module 150, thereby causing the RFtransmitter module 150 to transmit a desired command signal (RF_(Out))including coded address and optional coded data information. This signalis received and decoded by receiver module 362 as input signal(RF_(In)). The decoded transmitter address information is compared to afixed or dynamically stored coded value from address storage 368.Preferably, an immediate effect such as a pulsing light or sound isactuated by controller 374 in order to provide visual and/or aural cuesthat a command signal was received. Receive timer 372 is initiated andthe RF receiver module 362 awaits the next command signal. If no furthersignal is received before the time times out, then the spell is assumedto be complete and the controller 374 is instructed to process thereceived command signal(s) and actuate the appropriate relay(s) therebytriggering whatever appropriate effect(s) correspond to the spellreceived. Preferably, as noted above, if the spell is incomplete or isinaccurate only a “swoosh” or similar sound effect is triggeredindicating that a spell was cast but did not work. For simple spells, afixed coded value may be stored in address storage 368. For complexspells, the stored coded value may be dynamically changed to match anexpected or required series or progression of command signals.Alternatively, address storage 368 may be fixed and command signals maybe carried and communicated to controller 374 as decoded datacorresponding to data stored in data storage module 354 (FIG. 22A).

For applications supporting multiple wands (i.e., multiple RFtransmitter modules 150) within a single play space, the addresscomparator 366 of receiver module 362 is preferably configured to accepteither: (1) a range of valid “compatible” addresses from the set of RFtransmitter modules 150; or (2) any valid address from a list of validaddresses stored in address storage module 368. In the first case, eachtransmitter module 150 within a defined group of transmitter modules(for example, all Level-1 wands) would preferably be configured to havea coded address value having a portion of address bits that areidentical and a portion of address bits that may be unique, but uniquedata bits as selected by each user. The receiver module 362, upondetecting a compatible address bit sequence, decodes the data bitsthereof and sets a latch selected by those particular data bits. Anumber of such latches, may be provided, for example, for recognizingand distinguishing further such command signals originating frommultiple users and/or wands. In the second case, the receiver module 362stores a list of specific coded values, i.e. valid addresses, in amemory, such as memory 368, and as transmitted addresses are received,they are compared to the valid addresses in this list. Thus, onlysignals transmitted by RF transmitter modules that are on the list ofvalid addresses are accepted by receiver module 362. In this manner, forexample, command signals sent by Level-1 wands can be distinguished fromcommand signals sent by Level-2 wands, which can be distinguished fromLevel-3 wands, etc.

Although the transmitter module 150 of FIG. 22A and the receiver module362 of FIG. 23A are described with reference to RF technology, a skilledartisan will recognize from the disclosure herein that other types ofwireless technology may also be used. For example, FIG. 22B depicts anIR transmitter module 150′ having an IR transmitter 358′ that may beused to transmit signals such as the type commonly employed intelevision remote controls, keyless entry systems and the like. Theother components of the IR transmitter module 150′ may also be modifiedsuch that the IR transmitter module 150′ is capable of functioningsimilarly to the RF transmitter module 150 discussed with reference toFIG. 22A. In addition, FIG. 23B illustrates an IR receiver module 362′having an IR receiver 363′ usable to operate with the IR transmittermodule 150′ of FIG. 22B. The other components of the IR receiver module362′ may also be modified such that the IR receiver module 363′ iscapable of functioning similarly to the RF receiver module 363 discussedwith reference to FIG. 23A.

FIG. 24 is a schematic block diagram of a portion of a receiver module362″ including an embodiment of address comparator 370′ and of addressstorage 368′ particularly suited for operating with a plurality ofsimultaneously operating transmitter modules 150 or 150′. For example,blocks in FIG. 24 that are the same as blocks in FIG. 23A and describedabove are shown in phantom and are identified by the same numericdesignation as in FIG. 23A. Address storage 368′ includes addressableregisters or memory 386 in which are stored the preselected codedidentification values corresponding to the preselected codedidentification value of each of a plurality of compatible RF transmittermodules 150 desired to be operably associated with receiver 362″.Address selector 388 repetitively generates a sequence of addressesincluding the addresses of all the registers of addressable register 386within a relatively short time period less than about 50-100milliseconds. Thus the complete set of preselected stored coded valuesare applied to one input of coded value comparator 390 whereby thereceived coded identification value received and decoded at the outputof shift register 364 and applied to the other input of coded valuecomparator 390 is compared to each one of the stored coded values of theset thereof stored in addressable register 386.

Although the receiver module 362″ of FIG. 24 is disclosed with referenceto particular embodiments, a skilled artisan will recognize from thedisclosure herein a wide variety of alternative structures and uses forthe receiver module 362″. For example, the receiver module 362″ may becapable of receiving an IR signal and structured similarly to the IRreceiver module 362′ of FIG. 23B.

Comparator 370′ preferably includes a latch circuit 392 having anaddressable latch corresponding to each register in addressable register386 and that is addressed by the same address value generated by addressselector 388 to address register 386. When there is a match at theinputs of coded value comparator 390 between the received coded valueand the then produced stored coded value, the occurrence of the match isstored by setting the designated corresponding latch in latch circuit392. If received coded identification values corresponding to all of thestored fixed coded values are received and properly decoded, then all ofthe latches in latch circuit 392 will be set, thereby making a “true”condition at the inputs of AND gate 294 and causing its output to become“true.” This “true” signal from AND gate 294 resets receive timer 372,as described above in connection with FIG. 23A, and also activates areset circuit 296 to reset all the latches of latch circuit 392 so thatthe comparison sequence of received coded identification values to theset of stored fixed coded values begins again. If all of the preselectedreceived coded values are not received, then all of the latches in latchcircuit 392 are not set, the output of AND gate 294 does not become“true”, and receive timer 372 times out and issues the commandtermination signal discussed above.

FIG. 25 is a detailed electrical schematic diagram of an exemplaryembodiment of transmitter module 150 illustrated and discussed above.Electrical power is provided by one or more batteries 152 and/or otherpower sources as illustrated and described herein. This power ispreferably switched by wand activation circuit 115 and/or optional timermodule 402. Electrical power is provided via diode D2 to the transmittimer U1, such as an integrated circuit one-shot multivibrator typeLM555 available from National Semiconductor Corporation. The time-outinterval of multivibrator U1 is established by resistors R2, R3 andcapacitor C1 which need not be high precision components. When wandactivation circuit 115 is activated, a voltage is applied throughresister R1 to the gate of a transistor Q1. This causes electrical powerto be applied from battery 152 to a five-volt voltage regulator U4 suchas a type LM78L05 also available from National SemiconductorCorporation. Alternatively, the periodic output from U1 may be appliedto the gate of a transistor Q1 to the same effect (for example, forsending periodic “beacon” transmissions).

Regulated voltage from regulator U4 is applied to shift register 356(pin 18) and RF transmitter 358. Shift register 356 is implemented by anencoder integrated circuit U2 such as a 212 series encoder type HT12Eavailable from Holtek Microelectronics in Hsinchu, Taiwan, R.O.C.Non-volatile address storage 352 is implemented by twelve single poleswitches in switch packages SW1 and SW2 which are set to produce atwelve-bit coded value which is applied in parallel bit format toencoder integrated circuit U2 of shift register 356. Once set by themanufacturer or the user, the preselected coded value stored in addressstorage 352 is fixed and will not change absent human intervention.However, in alternative embodiments SW2 may be replaced in whole or inpart by wand command selection circuitry such as touch switches, mercurytilt switches and the like illustrated and described above in connectionwith FIGS. 14-16. Such circuitry enables users to actively select andchange the coded data impressed upon address lines 8-10 of encoderintegrated circuit U2. Integrated circuit U2 reproduces the codedaddress and data values in pulse-width modulated serial-bit format andapplies it through diode D1 to RF transmitter 358. RF transmitter 358includes a class B biased transistor Q2 in an L-C tuned RF oscillatortransmitter coupled to a loop antenna 406 for transmitting the commandsignal coded values (address bits coded by SW1 and data bits coded bySW2) produced by encoder U2.

Transmitter module 150 need only employ a small antenna such as a smallloop antenna and is not required to have optimum antenna coupling. In atypical embodiment, with a transmitter frequency of about 915 MHz, atransmitter peak power output of less than or equal to one milliwattproduces a transmission range R of about 20-30 meters. Other frequenciesand power levels may also be employed. The low transmitter power isparticularly advantageous in that it allows the size of transmittermodule 150 to be made very small.

FIG. 26 is an electrical schematic diagram of an exemplary embodiment ofreceiver module 362 illustrated and discussed above. Power is suppliedby a voltage source 410 which can be either a battery or a DC powersupply. Voltage from voltage source 410 is regulated by voltageregulator circuit U3 such as type LM78L05 to produce a regulated+5 voltpower supply for the functional blocks of receiver module 362. Inoperation, command signals transmitted from transmitter modules arereceived at loop antenna 412 and applied to RF receiver 363 including areceiver sub-circuit integrated circuit U8 such as type RX-2010available from RF Monolithics in Dallas, Tex. The identification signal,including the twelve bit coded value in serial-bit format is coupledfrom the output of receiver sub-circuit U8 to shift register decoder andaddress comparator 364/366 which are implemented in an integratedcircuit U5, such as a 212 series decoder type HT12D also available fromHoltek Microelectronics. Decoder U5 converts the coded value inserial-bit format to parallel-bit format and compares that receivedcoded value to the preselected stored coded fixed reference value inparallel bit format determined, for example, by the positions of thetwelve single pole switches in switch packages SW3, SW4 of addressstorage module 368.

Receive timer 372 is implemented by one-shot timer integrated circuit U6a such as type 74123N and D-flip flop U7 a such as type 74HC74D, both ofwhich are available from National Semiconductor Corporation of SantaClara, Calif. When comparator 366 detects a match between the receivedcoded value from transmitter module 150 and the coded value stored inaddress storage 368 it resets one-shot timer U6 a. If one-shot timer U6a is not again reset within the time determined by timing resistor R8and timing capacitor C9, U6 a then sets flip-flop U7 a and its Q outputbecomes low thereby applying a voltage input to controller 374signifying the end of a transmitted simple or complex spell. Controller374 then processes the received command signal or signals (for example,stored in a stack register) and appropriately operates one or moreassociated play effects 376.

Those skilled in the art will appreciate that the switch positions ofthe twelve switches SW1, SW2 of transmitter module 150 correspond to theswitch positions of the corresponding twelve switches SW3, SW4 ofreceiver module 362. These preset values may be fixed or dynamic, asdiscussed above. The twelve-bits available for storing coded values maybe apportioned in a convenient way, for example, into an address portionand into a data portion. For example, the twelve-bit coded value can beapportioned into a ten-bit address portion (1024 possible combinations)and a two-bit data portion, which would accommodate up to four differenttransmitter command signals. If desired, the ten-bit address portion canbe further divided into various logical portions representing, forexample, the designated wand level (for example, 1, 2, 3 or 4), specialacquired magic powers or skills, experience levels and the like. Thiscoded data would preferably be shared and coordinated between alltransmitter modules 150 and receiver modules 362 such that each wandeffectively would have its own unique powers and abilities asrepresented and identified by the coded address data. Thus, certainreceivers and associated play effects would not be actuated by certainwands unless the address coding of the transmitter module thereof iscoded with the appropriate matching data. In addition, the timingbetween received signals may be used to determine the appropriate playeffect or intensity of a play effect caused by operation of the wand100. Persons skilled in the art will recognize also that recoding oftransmitter modules is a convenient way to provide for advancement ofgame participants within an interactive gaming experience. For example,this can be accomplished manually (for example, by flipping dip switchesSW1/SW2) or automatically/wirelessly (for example, via RF programmablecode latching circuitry, not shown).

While the foregoing embodiments have been described in terms of a radiofrequency (RF) transmission between a transmitter module 150 andreceiver module 362, various alternative embodiments could also readilybe implemented such as, for example, replacing (or complimenting) RFtransmitter and receiver set (358, 363) with an appropriately selectedinfrared (IR) transmitter and receiver set or a laser or light system.The IR or laser system would have particular advantage where, forexample, it is desired to provide directional control of a transmittedcommand signal such as may be useful for directional spell casting,target practice, and wand-based shooting galleries.

Light-Activated Interactive Play System

For example, FIG. 27 illustrates an exemplary embodiment of alight-activated interactive play system 414 for use with embodiments ofthe invention utilizing laser technology. As shown in FIG. 27, theinteractive play system 414 comprises the magic wand 100 having a lightemitting module 416, a display device 418, an image preparation device420, a camera 422, and a control system 423.

The light emitting module 416 of the wand 100 advantageously emits adirectional signal, such as, for example, visible or infrared light. Inone embodiment, the light emitting module 416 comprises a semiconductorlaser. The signal output from the light emitting module 416 is emittedfrom an end opening of the wand 100 in a direction substantiallyparallel to the wand body. The signal may be generated from particularmotions of the wand 100, as described herein, or from other input fromthe user.

In one embodiment, the user operates the wand 100 such that the signalemitted from the light emitting module 416 is directed to the displaydevice 418. The display device 418 may comprises any device, apparatusor medium usable to intercept, reflect, and/or capture the signalemitted from the light emitting module 416 at an arbitrary position onthe display device. In one embodiment, the display device 418 comprisesa screen. In other embodiments, the display device 418 may comprise awall, a mist, a door, a transparent surface, or the like.

Furthermore, the illustrated interactive play system 414 comprises theimage preparation device 420, which operates to cause at least one imageto appear on the display device 418. In one embodiment, the imagepreparation device 420 projects a video image and/or a still image ontothe display device 418. For example, the image preparation device 420may comprise a video projector, an LCD projector, or the like. In otherembodiments, the image preparation device 420 may comprise multipledevices usable to project or to cause an image to appear on the displaydevice 418. A skilled artisan will recognize from the disclosure hereina wide variety of objects, characters, and/or images that may beprojected on the display device 418. For instance, the image preparationdevice 420 may project the image of mythical creatures, such as a dragonor a unicorn; magical objects, such as a flying carpet; or fantasycharacters, such as a wizard or an elf; combinations of the same or thelike.

In the illustrated embodiment, the display device 418 comprises atranslucent material and is arranged in front of the image preparationdevice 420. In such an arrangement, the user's view of the imagepreparation device 420 may be partially or entirely obstructed by thedisplay device 418. In other embodiments, the image preparation device420 may be located near, to the side of, or in front of the displaydevice 418 so long as an image may appear on the display device 418. Inyet other embodiments, the image preparation device 420 is electricallycoupled to the display device 418 through a wired or wirelesstransmission medium so as to cause images to appear on the displaydevice.

In an embodiment, the camera 422 is directed at the display device 418and advantageously captures, detects and/or records the arbitraryposition of the signal emitted from the light emitting module 416 as thesignal is intercepted by the display device 418. For example, the camera422 may comprise a high-speed still camera or a specialized video cameraused to take periodic or continuous photographs of a surface of displaydevice 418. In an embodiment of the invention in which the lightemitting module 416 outputs an infrared signal, the camera 422 isconfigured to record the infrared signal as it is intercepted by thedisplay device 418. The camera 422 advantageously outputs a signal basedon the captured image data to the control system 423, which capturedimage data includes information indicative of the position of the signaloutput by the light emitting module 416. In yet other embodiments,multiple cameras 422 are used in the interactive play system 414 tocapture, detect, or record the position of the light emitting modulesignal as it is intercepted by the display device 418. For example,multiple cameras 422 may be directed at different sections of thedisplay device 418 and/or may record or capture data from differentangles.

In one embodiment, the control system 423 advantageously communicateswith at least the image preparation device 420 and the camera 422. Forexample, the control system 423 may comprise a general purpose or aspecial purpose processor. However, an artisan will recognize that thecontrol system 423 may comprise an application-specific integratedcircuit (ASIC) or one or more modules configured to execute on one ormore processors.

The control system 423 receives and processes the image data receivedfrom the camera 422. In one embodiment, the control system 423 analyzesthe position and/or movement of the signal from the light emittingmodule 416 to determine modifications to be made to the subsequentimages to be produced by the image preparation device 420. For example,the control system 423 may determine from the image data that a user hascast a certain “spell” by motioning the wand 100, and therefore thelight emitting module 416, in a particular recognizable pattern. Thecontrol system 423 may make this determination by tracking themovement(s) of the light emitting module signal across the displaydevice 418, which movement is recorded in the image data output from thecamera 422.

For example, the control system 423 may initially command the imagepreparation device 420 to project an image of a brick wall onto thedisplay device 418. The user, who sees the image of the brick wall,points his or her wand 100 toward the brick wall such that the lightemitting module 416 outputs a signal, such as a red dot caused by alaser, onto the brick wall (and the display device 418). The user thenmotions the wand in a particular pattern, such as is described herein,to cause a desired motion of the red dot across the display device 418.The camera 422 records this movement in its image data, which is outputto the control system 423 for processing. If the control system 423determines from the image data that a certain spell has been cast, suchas a “move wall” spell, the control system 423 causes the imagepreparation device 420 to project an image of the wall disappearing ormoving out of the path or view of the user.

Although the interactive play system 414 is disclosed with reference toparticular embodiments, a skilled artisan will recognize from thedisclosure herein a wide variety of alternatives usable with the system414. For example, the display device 418 may comprise a large liquidcrystal display (LCD) screen coupled to an image preparation device 420comprising a digital video source, such as a memory. Furthermore,sensors, such as optical or infrared sensors, usable to detect theposition and/or movement of the light emitting module signal may be usedin place of, or in combination with, the camera 422.

In yet another embodiment, the control system 423 may be incommunication with a central system or database and/or various receiverscapable of causing one or more play effects. Thus, the control system423 may, in response to the signal emitted from the light emittingmodule 416, control or cause play effects other than modifications tothe image on the display device 418. For example, the control system 423may command a light to turn on or a book to open based on the signalcaptured by the camera 422.

FIG. 27A depicts yet another embodiment of an interactive system for usewith light-activation. As shown, a light-activated interactive playsystem 414′ includes similar components as the interactive play system414 of FIG. 27. In particular, the illustrated interactive play system414′ includes the camera 422 that advantageously captures, detectsand/or records the position of a signal emitted from the light emittingmodule 416 of the wand 100. In one embodiment, the camera 422 is locatedwithin a substantially enclosed area, such as, for example, a room, anddetects the signal emitted from the light emitting module 416 within theroom and/or directed at objects or effects within the room. In otherembodiments, multiple cameras 422 are located within a single room.

The camera 422 communicates with a control system 423′. Similar to thecontrol system 423 of FIG. 27, the control system 423′ receives andprocesses the image data received from the camera 422. For example, thecontrol system 423′ may analyze the position and/or movement of thesignal from the light emitting module 416 within a room. In oneembodiment, the control system 423′ advantageously communicates with oneor more effects, such as through wired or wireless communications, tocontrol or trigger the effects based on the image data from the camera422. For example, as illustrated in FIG. 27A, the interactive playsystem 414′ includes effects such as a chair 424, a bookshelf 425 havingat least one book 426, and a magic hat 427 with flowers 428.

An embodiment of a method for interactive game play will now bedescribed with reference to FIG. 27A. A user or game participant entersa room having the interactive system 414′. The user then maneuvers hisor her wand 100 such that the light emitting module 416 emits its signalin a certain direction and/or pattern, which signal is captured by thecamera 422. The control system 423′ then receives image data from thecamera 422 that includes information relating to the position and/ormovement of the signal within the room. Using this image data, thecontrol system 423′ triggers and/or controls at least one specialeffect.

For example, in one embodiment, if the user directs the signal from thelight emitting module 416 toward the chair 424, the control system 423′causes the chair to “levitate” or to move. If the user directs thesignal from the light emitting module 416 toward the bookshelf 425, thecontrol system 423′ may cause the book 426 to move or to open. If theuser directs the signal from the light emitting module 416 toward themagic hat 427, the control system 423′ may cause the flowers 428 toappear. Each of these described special effects may be controlled byassociated effects controllers, such as motors and/or processors, thatare in communication with the control system 423′. In addition, askilled artisan will recognize from the disclosure herein a wide varietyof special effects usable with the interactive system 414′. For example,the control system 423′ may trigger a cuckoo clock, a light to turn on,an inanimate object to speak, and so forth.

In yet other embodiments of the invention, such as illustrated in FIG.27B, the user performs a predetermined pattern or movement of the wand100 to initiate a “magic spell.” The movement of the wand 100 causes acorresponding movement of the signal emitted by the light emittingmodule 416, which signal is captured by the camera 422. The controlsystem 423′ then processes the image data received from the camera 422to determine which “spell” was cast and to cause or trigger the specialeffect(s) associated with the particular spell.

Competitive Games and Play Effects

It will be apparent to those skilled in the art from the disclosureherein that the invention disclosed and described herein facilitates aplethora of new and unique gaming opportunities and interactive playexperiences heretofore unknown in the entertainment industry. In oneembodiment the invention provides a unique play experience that may becarried out within a compatible play facility, retail space and/or otherfacility utilizing a wand as disclosed and described herein. With a wandor other similarly enabled device, play participants can electronicallyand “magically” interact with their surrounding play environment(s) toproduce desired play effects, thereby fulfilling play participants'fantasies of practicing, performing and mastering “real” magic.

For example, FIG. 28 illustrates one preferred embodiment of awand-actuated play effect comprising a player piano 429 that is adaptedto be responsive to or controlled by an RF command signal transmitted bymagic wand toy 100. Those skilled in the art will readily appreciatethat an RF receiver and associated controller, such as disclosed anddescribed herein, can easily be concealed within the piano 429 and/or inthe vicinity thereof such that it electronically interfaces with anddirects various selected control circuitry associated with the piano429. These may include, for example, circuitry for controlling: poweron/off, song selection, playing speed and volume, instrument selectionand special sound effects, sound sampling, combinations of the same orthe like. In operation, user 430 would wave the wand 100 in accordancewith one or more specific learned motions selected by the user toachieve a desired effect (for example, piano on/off, play next song,speed-up/slow down, change piano sound, combinations of the same or thelike.). Most preferably, the wand 100 contains internal activationcircuitry, such as described herein, such that the wand may be activatedby the motion induced thereon by a user and so that actuation andcontrol of the special effect appears to be, and has the feeling to user430 of being, created by “real” magic.

FIG. 29 illustrates another preferred embodiment of a wand-actuated playeffect comprising magical or “enchanted” bookshelves 436. Thebookshelves contain multiple shelves of simulated or real books 438 thatare controlled by one or more concealed actuators. The actuators arepreferably positioned and arranged such that, when actuated, they causeone or more selected books to move, vibrate or levitate. Again, thoseskilled in the art will readily appreciate that an RF receiver and/orassociated controller, such as disclosed and described herein, caneasily be concealed within the bookshelves 436 and/or in the vicinitythereof. Movement and vibration of selected books can be provided, forexample, by various linear stepper-motor actuators associated with oneor more of the books 438. Each actuator may be controlled, for example,by a magnetic reed switch closure hidden behind the binder of each book.As a user 430 lightly touches the binder of each book with amagnetically-tipped wand 100 the associated reed switch (not shown) isclosed, connecting power to an associated vibrator/actuator. Then, asthe user 430 waves the wand 100 in one or more particular ways theselected book appears to vibrate or move as if it is being lifted orcontrolled by the magic wand 100. More spectacular effects may include,for example: (i) an effect that causes all or some of the books 438 tovibrate or move violently, randomly and/or in a rhythmic pattern (forexample, as if dancing); (ii) an effect that causes one or more books toappear as if floating or levitating; (iii) an effect that causes all orsome of the books to magically rearrange themselves; (iv) an effect thatcauses one or more selected books to talk or tell stories; and (v) aneffect that causes two or more books to appear to have a quarrel,argument or debate (for example, about an interesting historical fact orevent). Some or all of these larger, more spectacular effects may be,and preferably are, restricted to only users 430 who possess and havelearned to use, for example, a Level-3 wand or above. Thus, for example,a goal-oriented or object-driven, interactive game may be providedwherein play participants compete with one another to learn and mastercertain game tasks in order to achieve successively more challenginggoals or objectives and to thereby earn additional powers, spells,abilities, points, special recognition and/or other rewards within thecontext of an overall game experience. Preferably, in each case andregardless of the level of wand used, actuation and control of thespecial effect appears to be, and has the feeling to user 430 of being,created by “real” magic. Of course, many other possible fun and/orexciting special effects will be readily apparent and obvious from thedisclosure herein to persons skilled in the art.

FIG. 30 illustrates another preferred embodiment of a wand-actuated playeffect comprising a water fountain 440 having one or more associatedwater features 442 responsive to or controlled by an RF command signaltransmitted by one or more wands 100. An RF receiver and associatedcontroller, such as disclosed and described herein, can easily be placedwithin an associated fountain control system or panel, electronicallyinterfacing therewith to direct or control various selected fountainfeatures or functions. These may include, for example, on/off control ofwater flow, fountain lighting, special water features 442, combinationsof the same or the like. In operation, one or more users 430 would wavetheir wands 100 in accordance with one or more specific learned motionsselected by each user to achieve a desired effect (for example, fountainon, next water feature, increase/decrease water feature, change lightingintensity/color, or the like). Most preferably, each wand 100 containsinternal activation circuitry, such as described herein, such that eachwand may be activated by the motion induced thereon by each user and sothat actuation and control of the special effects appears to be, and hasthe feeling to users 430 of being, created by “real” magic.

FIGS. 31A and 31B are time-lapsed schematic illustrations of a preferredembodiment of a play facility or play center constructed in accordancewith the present invention. The play facility may comprise a familyentertainment center, retail entertainment space, arcade, theme park,destination resort, restaurant, or the like, themed as a magic trainingcenter or any variety of other suitable themes as may be desired. Theplay facility preferably comprises multiple wand-actuated play effects400, such as talking animals 452, magic hats 454, crystal balls 456,enchanted books 458, and various shooting-gallery-style pop-up targeteffects 460, 462. These may be physical play objects configured withspecial effects, as illustrated, and/or they may be graphical orcomputer-generated images displayed, for example, on one or moreassociated computer monitors, TV monitors, DVD display monitors, orcomputer gaming consoles and the like, such as illustrated in FIG. 27B.Those skilled in the art will readily appreciate from the disclosureherein that all of these effects and many other possible play effectsmay be actuated or controlled by wand 100 using one or more RFreceivers, RFID reader/writers and/or magnetic reed switches, asdisclosed and described above.

Some interactive play effects 400 may have simple or immediateconsequences, while others may have complex and/or delayed consequencesand/or possible interactions with other effects. Some play effects 400may be local (short range) while other effects may be remote (longrange). Each play participant 430, or sometimes a group of playparticipants working together, preferably must experiment with thevarious play effects using their magic wands 100 in order to discoverand learn how to create one or more desired effect(s). Once one playparticipant figures it out, he or she can use the resulting play effectto surprise and entertain other play participants. Yet other playparticipants will observe the activity and will attempt to also figureit out in order to turn the tables on the next group. Repeated play on aparticular play element can increase the participants' skills inaccurately using the wand 100 to produce desired effects or increasingthe size or range of such effects.

Most preferably, a live-action object-oriented or goal-oriented,interactive game is provided whereby play participants compete with oneanother (and/or against themselves) within a compatible play space tolearn and master certain play effects and game tasks in order to achievesuccessively more challenging goals or game objectives and to therebyearn additional powers, spells, abilities, points, special recognitionand/or other rewards within the context of an overall game experience.For example, play participants can compete with one another to see whichparticipant or group of participants can create bigger, longer, moreaccurate or more spectacular effects. Other goals and game objectivesmay be weaved into an entertaining story, such as a magical quest ortreasure hunt in which play participants are immersed. The first taskmay be to build a magic wand. The next task may be to learn to use themagic wand to locate and open a secret treasure box filled with magicalsecrets (for example, various spell formulas or magical powers). Theultimate goal may be to find and transform a particular frog (identifiedby, for example, secret markings or other secret characteristics) into aprince/princess. Of course, many other gaming and theming possibilitiesare possible and desirable. Optionally, various “take home” play effectscan also be provided for the purpose of allowing play participants tocontinue the magical experience (and practice their skills) at home.

In one preferred embodiment, a user 430 would preferably point and/orwave the wand 100 in accordance with one or more specific learnedmotions or “spells” selected to achieve a desired effect on one or moreselected objects. For example, as illustrated in FIG. 31B, one spell maycause rabbit 452 to talk; another spell may cause hat 454 to magicallysprout flowers 464; another spell may cause book 458 to open with a frog466 jumping out; another spell may cause an image of a wizard 468 tomagically appear (with optional sound and lighting effects) withincrystal ball 456; another spell may cause candle 462 to magically lightitself with a pop-up flame 470. Most preferably, wand 100 containsinternal activation circuitry, such as described herein, such that thewand may be activated by the motion induced thereon by user 430 and sothat actuation and control of the special effect appears to be, and hasthe feeling to users 430 of being, created by “real” magic. To provideadded mystery and fun, certain effects 400 may be hidden such that theymust be discovered by play participants. If desired, various clues canbe provided such as, for example, part of a magical mystery game.

In each of the play effects described above, it is possible, and in manycases desirable, to provide additional control interlocks so thatmultiple input signals are required to actuate a given desired effect.For example, a proximity sensor may be provided associated with a giveneffect and electronically interlocked with the effect controller suchthat the effect cannot be operated if the proximity sensor is not alsoactuated. This could help reduce inadvertent or random actuation of thevarious effects. Similarly, voice activated controls and voicerecognition software could also be implemented and interlocked with theeffect controller so that, for example, a user 430 would need to say aparticular “magic” word or phrase while waving the magic wand 100 inorder to actuate a desired effect.

As mentioned, the proximity sensor may be used to provide a “hover”effect that is indicative of the initialization of a control interlock.For example, when a proximity sensor in the wand 100 is moved within aparticular distance of a receiver and/or effects controller, a “hover”effect occurs, such as, for example, the turning on of a light, themovement or vibration of an object, or any other perceptible signal(visual or audible) that notifies the user that a play effect may beinitiated. This “hover” effect may notify the user that a spell may becast so as to cause one or more effects.

In other embodiments, an RFID reader is preferably interlocked with oneor more effects controllers in order to provide more precise control ofvarious effects and also improved tracking of game progress, points, orthe like. For example, one or more objects or targets 452, 454, 456,458, 462 can be selected at close range using an RFID transponder andassociated RFID reader. Once all such desired objects have beenselected, the long range RF capabilities of the wand 100 can be used tocontrol all of the selected objects/effect simultaneously. Those skilledin the art will readily appreciate from the disclosure herein thatsimilar functionality can be easily provided with various magnetic reedswitches and the like provided in association with each object ortarget. If desired, various pop-up targets 462 and the like may bearranged in a shooting gallery 460 whereby a user 430 can practiceaiming the wand 100 and casting various spells at one or more desiredtargets 462. In this case the wand 100 preferably is adapted to senddirectional signals, such as infrared or laser, instead of or inaddition to RF signals as described herein.

FIGS. 32A-D illustrate one preferred embodiment of a wand-actuated game500 having unique features and benefits in accordance with the presentinvention. The game 500 basically comprises a 3×7 grid of lightedsquares (including optional visual graphics and/or sound effects) thatare controlled by a game effects controller (not shown) and one or moreRF receivers (not shown). Those skilled in the art will readilyappreciate and understand from the disclosure herein how to set up andprogram a game controller and/or one or more RF receivers as disclosedand described herein so as to achieve the game functionality and variouseffects as will be described herein below. Preferably, one RF receiver(or IR receiver, RFID receiver, or the like) is provided for each playparticipant 430 so that command signals from each player can bedistinguished. For example, multiple RF receivers may be directionallyfocused or range-adjusted so as to receive RF command signals only froma selected corresponding player 430 a or 430 b.

Individual squares within a defined playing field 504 are preferably litor dimmed in a timed sequence in response to one or more predeterminedRF command signals (“spells”) received from one or more RF-enabled wands100. Preferably, special 3×1 arrays of squares 510 a, 510 b (labeled1-2-3) are provided at opposite ends of a playing field 504 and areadapted to respond to a signal imposed by, for example, the presence,proximity or weight of play participants 430 a, 430 b, as they stand oneach square. These special squares may be raised or otherwisedifferentiated, as desired, to indicate their special function withinthe game 500. Actuating individual squares within arrays 510 a and 510 b(for example, by stepping or standing on them) allows play participants430 a, 430 b to select a corresponding column of squares in the playingfield 504 in which they may desire to launch an attack, counterattack ordefense using various learned spells or incantations. Spells may beactuated, for example, by waving wand 100 in one or more particularlearned motions selected to produce a desired play effect or spell. Aninfinite variety of such spells are possible as described above.

Preferably, when a spell is successfully cast by a player 430 a or 430b, the first square immediately in front of the player lights up or isotherwise controlled to produce a special effect indicating that a spellhas been cast. Other squares in the same column are then preferably litin a timed sequence or progression moving toward the opposing player(see, for example, FIGS. 32B and 32C). Most preferably, the lightingeffects for each square and/or other associated special effects arecontrolled or varied in a way to indicate the type of spell cast (forexample, a fire ball spell, ice spell, transforming spell, or the like).For example, various colors or patterns of lights may be used toindicate each spell. Alternatively, various graphic images and/orassociated sound effects may be used to indicate each spell. These maybe displayed, for example, on an overhead TV or associated computermonitor (not shown).

When an opposing player perceives that a spell has been cast and ismoving toward him, that player (for example, player 430 b in FIG. 32B)attempts to quickly identify the type of spell and to cast in the samecolumn a counter-measure or “blocking spell” in an attempt to neutralizeor block the advancing spell (see, for example, FIG. 32C). The blockingspell may be cast, for example, using the same particular wand motion orseries of wand motions used to cast the “forward spell”, except with a“block” command added. Thus, a blocking spell is launched toward theadvancing spell, as indicated by a progression of lighted squares and/orother effects controlled in a similar fashion as described above. If theblocking spell is effective (i.e., properly selected and executed), thenthe advancing spell is neutralized and the lighted column of squares iscleared (see, for example, FIGS. 32C and 32D). If the blocking spell isineffective, then the advancing spell continues until it reaches the endof the column. Preferably, whenever a spell reaches the opposing side,points and/or other gaming advancements are awarded to the successfulplayer. These may vary, for example, depending upon the difficulty levelof the spell, the experience level of the opposing player, and the like.In one particularly preferred embodiment, successful players arerewarded (and unsuccessful players are punished) by allowing certainspells to “capture” or disable the opposing player's special square ineach corresponding column (see., for example, FIG. 32D). Once all of aplayer's special squares 510 a, 510 b have been captured or disabled thegame is ended.

Preferably, the speed of game play progresses and becomes faster andfaster as game play continues (for example, spells move faster). In thismanner, the game 500 continually challenges game participants to improvetheir reaction speed and spell accuracy. The game also encouragesplayers to learn and master more difficult or complex spells, as thesewill typically be harder and take longer for an opponent to successfullyblock. Certain additional spells or advanced commands may also beprovided for speeding up a spell or slowing down an advancing spell. Aninfinite variety and possibility of other spells and game play nuancesare possible and desirable in accordance with the fundamental aspects ofthe invention disclosed and described herein.

Those skilled in the art will also recognize from the disclosure hereinthat the game 500 is not limited to use with RF-enabled input devices,such as wands, cards, tokens and the like, as described herein.Alternatively, the game 500 may be readily adapted and used with a widevariety of other input devices, including, without limitation, RFIDtracking, magnetic actuators, joysticks, push-buttons, computer mouse orkeypad, foot pedals, motion sensors, virtual-reality gloves and thelike, proximity sensors, weight sensors, or the like. Similarly, thegame 500 is not limited to use with a magic theme, but may beimplemented in a wide variety of other suitable themes such as, withoutlimitation, war games, martial arts, “shoot-out” games, alien invasion,memory games, board games, educational games, trivia games, strategygames, and the like. It is also specifically contemplated that the game500 may be expanded or modified to accommodate 3 or more players. Forexample, a six-sided game field accommodating up to six differentplayers may easily be implemented using a similar playing field made upof hexagonal “squares.”

In another preferred embodiment the invention provides a system andmethod of multi-media game play carried out using one or moreinteractive “wands” and/or other tracking/actuation devices which allowplay participants to electronically and “magically” interact with theirsurrounding play environment(s). The play environment may either be realor imaginary (i.e. computer/TV generated) and either local or remote, asdesired. Optionally, multiple play participants, each provided with asuitable “wand” and/or tracking device, may play and interact together,either within or outside one or more play environments, to achievedesired goals or produce desired effects within the play environment.

For example, the invention may be carried out as an electronic treasurehunt game. Game participants receive a card, map and/or identificationbadge configured with an RFID tag, bar-code or a magnetic “swipe” stripor the like. The RFID tag or other identifying device is used to storecertain information identifying each play participant and/or describingcertain powers or abilities possessed by an imaginary role-playcharacter that the card represents. Players advance in the game byfinding clues and solving various puzzles presented. Players may alsogain (or lose) certain attributes, such as magic skills, magic strength,fighting ability, various spell-casting abilities, etc. All relevantgame information is preferably stored (or addressably identified) on theRFID tag or card so that the character attributes may be easily andconveniently transported to other similarly equipped play facilities,computer games, video games, home game consoles, hand-held game units,and the like. In this manner, the game is able to seamlessly transcendfrom one play or entertainment medium the next.

FIG. 37A illustrates one embodiment of an interactive treasure hunt gamehaving features and advantages of the present invention. The particulargame illustrated takes on the theme of the popular characters andstorylines of the children's book series “Harry Potter” by J. K.Rowling. Within the game, play participants 430 learn to use a “magicwand” 100 and/or other tracking/actuation device. The wand 100(described in more detail herein) allows play participants toelectronically and “magically” interact with their surrounding playenvironment simply by pointing or using their wands in a particularmanner to achieve desired goals or produce desired effects within theplay environment. FIG. 37A shows a play participant 430 receiving a wand100 and game directions as a gift, for example.

Once the play participant becomes generally familiar with the wand 100and the game, he or she can preferably access a web site through theworld wide web in order to register the wand and play the firstinteractive treasure hunt game (see, e.g. FIG. 37B). Preferably this isa relatively simple game intended to provide a basic training session.In this on-line game session, the player learns how to use the wand tocast spells, levitate objects, open and close doors, etc. within aninteractive computer-gaming environment provided by an ordinary homecomputer. The player also learns how to discover important clues neededto advance in the game and to solve various puzzles or challengespresented by the game.

Once the play participant 430 has mastered the basic game andsuccessfully completed the various training sessions, he or she is readyto join other players in a world-wide multi-media gaming adventure. Theadventure may begin with a new movie release. For example, FIG. 37Cillustrates play participants entering a movie theater to enjoy a newlyreleased Harry Potter movie. Preferably, play participants 430 taketheir wands 100 into one or more movie venues 125 in order to scorepoints, learn clues and advance in the game. For example, a specialcheck-in booth 127 may be provided within the movie venue for allowingplay participants to use their wands 100 to receive clues, specialpowers and/or points. While watching the movie (see, e.g. FIG. 37D), themovie story-line itself may reveal additional clues that will helpcarefully observant players to advance in the game later. Various cluesmay also be hidden within otherwise unnoticeable backgrounds, scenery,characters, movie credits, etc. Thus, play participants may need to viewa movie multiple times to glean all of the available clues needed tocomplete the game. Optionally, at certain points in the movie playparticipants may be able to use their wands 100 or other similar devicesto help direct the story-line progression, change to alternate plots,endings, etc. This may be conveniently achieved using any one or moresuitable RFID communications protocols and interactive digital DVDtechnologies (described in more detail later).

Back at home, play participants 430 may use their wands 100 to continueplaying the adventure game within one or more available on-line gamingenvironments (see, e.g., FIG. 37E). Various books 133, aids,instructions and other similar materials may be provided to help playparticipants complete the adventure, while preferably learning valuableknowledge and skills. For example, part of the game play may requireplay participants to conduct independent research in a particular areaor to become proficient in a chosen skill to advance in the game (e.g.,FIG. 37G).

The game continues within various participating retail environments.Thus, for example, FIG. 37F illustrates a local Harry Potter gameadventure center created within a local book store, toy store,restaurant, or the like (e.g., FIG. 37H). The game center preferablyprovides additional clues, assistance and/or opportunities for socialinteraction, information sharing and/or strategic cooperation amongmultiple game players. In a particularly preferred embodiment,cooperation among multiple play participants is required to allowcooperating players to advance in the game. The game center alsopreferably provides a distribution center for related products such ascomputer games, video games, wands 100 and the like (e.g. FIGS. 37I,37J). Purchased video games may be played at home (e.g., FIG. 37J) usingconventional game controllers and/or a specially configured controller(not shown) adapted to communicate wirelessly with wand 100 or a similardevice.

Advantageously, in this manner the game is able to transcend seamlesslyfrom one entertainment medium to another using the wand 100 or othersimilar RFID-capable device as a means to store, transport andcommunicate character development and game progress between differententertainment mediums and play environments. Thus, game play preferablyextends from the home, to television, to internet, to theatre, and/or toone or more local family entertainment centers (“FEC”), game centers,family restaurants, and the like (see, e.g., FIG. 36). For example,FIGS. 37K-O illustrate an entertainment center configured forinteractive game play in accordance with the present invention. Theparticular entertainment center 253 illustrated takes on the theme of a“magic” training center for would-be wizards in accordance with thepopular characters and storylines of the children's book series “HarryPotter” by J. K. Rowling.

Within this family entertainment center 253, play participants 430 learnto use their magic wands 100 and/or other tracking/actuation devices.The wand 100 preferably allows play participants to electronically and“magically” interact with their surrounding play environment simply bypointing or using their wands in a particular manner to achieve desiredgoals or produce desired effects within the play environment. Forexample, various wireless receivers or transceivers 300 may bedistributed throughout the play center 253 to facilitate suchinteraction via wireless communications. Depending upon the degree ofgame complexity desired and the amount of information sharing required,the transceivers 300 may or may not be connected to a master system orcentral server (not shown). Preferably, most, if not all, of thereceivers or transceivers 300 are stand-alone devices that do notrequire communications with an external server or network. In oneparticularly preferred embodiment this may be achieved by storing anyinformation required to be shared on the wand 100 and/or on anassociated radio frequency tracking card or badge worn or carried by theplay participant (described in more detail herein).

If desired, a suitable play media, such as foam or rubber balls orsimilar objects, may be provided for use throughout the play center toprovide convenient objects for clue sources, tools, trading currencyand/or tactile interactive play. For example, thousands of soft foamballs may be provided as an interactive play medium (e.g., FIG. 37M).These may be manipulated by play participants using various interactiveplay elements to create desired effects. Balls may range in size fromapproximately 1 to 12 inches in diameter or larger, as desired, and arepreferable about 2-½ inches in diameter. Preferably, the objects are notso small as to present a choking hazard for young children. The majorityof the objects may be the same size, or a mixture of sizes may beutilized, as desired. Certain play elements within the play center mayrequire the use of certain objects in order to complete a required task.For example, various play objects may be identified using one or moreembedded or affixed RFID tags which may be electronically read byvarious game consoles 275 within the play center 253.

Other suitable play media may include, without limitation, foam, plasticor rubber balls and similarly formed articles such as cubes, plates,discs, tubes, cones, rubber or foam bullets/arrows, the presentinvention not being limited to any particular preferred play media.These may be used alone or in combination with one another. Forinstance, flying discs, such as Frisbees™, may be flung from onelocation within the play center 253 while other play participants shootat the discs using foam balls or suction-cup arrows. Wet or semi-wetplay mediums, such as slime-like materials, snow, mud, squirt gunsand/or water balloons may also used, as desired, to cool and entertainplay participants. Durable plastic or rubber play media are preferablein an outdoor play structure where environmental exposure mayprematurely destroy or degrade the quality of certain play mediums suchas foam balls. The particular play media used is not particularlyimportant for purposes of carrying out the invention and, optionally,may be omitted altogether, if desired.

Various interactive play elements and games 275, 280 are preferablyprovided within the play center 253 to allow play participants 430 tocreate desired “magical” effects, as illustrated in FIGS. 37N and 37O.These may include interactive elements such as video games,coin-operated rides, and the like. These may be actuated manually byplay participants or, more desirably, “magically” electronically byappropriately using the wand 100 in conjunction with one or moretransceivers 300. Some interactive play elements may have simpleimmediate effects, while others may have complex and/or delayed effects.Some play elements may produce local effects while others may produceremote effects. Each play participant 430 or sometimes a group of playparticipants working together, preferably must experiment with thevarious play elements and using their magic wands in order to discoverhow to create the desired effect(s). Once one play participant figuresit out, he or she can use the resulting play effect to surprise andentertain other play participants. Yet other play participants willobserve the activity and will attempt to also figure it out in order toturn the tables on the next group. Repeated play on a particular playelement can increase the participants' skills in accurately using thewand 100 to produce desired effects or increase the size or range ofsuch effects. Optionally, play participants can compete with one anotherusing the various play elements to see which participant or group ofparticipants can create bigger, longer, more accurate or morespectacular effects.

While several particularly preferred play environments have beendescribed, it will be readily apparent to those skilled in the art thata wide variety of other possible play environments and otherentertainment mediums may be used to carry out the invention.Alternatively, a suitable play environment may comprise a simple themedplay area, or even a multi-purpose area such as a restaurant diningfacility, family room, bedroom or the like. Internet (e.g., FIG. 37P),video games, computer games, television, movies and radio can also beused to provide all or part of the overall game experience in accordancewith the present invention.

Master System

In addition, a skilled artisan will recognize from the disclosure hereinthat the foregoing competitive games and/or play effects may use acentral or master system to coordinate, control, and/or monitor thestatus of the games or effects in a particular area. For example, acentral database may be used to monitor the skill levels of all thosewho are participating in the competitive game in a particular location.In other embodiments, the central system may comprise a centralizedcomputer network that monitors the operation of each wand 100 (forexample, the play effects caused by operation of the wand) within aparticular area. In yet other embodiments, the wands 100 mayautomatically download information from the central system.

If a master system is utilized, preferably each wand 100 and/or RFIDcard 325 is configured to electronically send and receive information toand from various receivers or transceivers 300 distributed throughout aplay environment using a send receive radio frequency (“SRRF”)communication protocol. This communications protocol provides the basicfoundation for a complex, interactive entertainment system which createsa seemingly magic interactive play experience for play participants whopossess and learn to use the magic wand. In its most refinedembodiments, a user may electronically send and receive information toand from other wands and/or to and from a master control system locatedwithin and/or associated with any of a number of play environments, suchas a family entertainment facility, restaurant play structure,television/video/radio programs, computer software program, gameconsole, web site, etc. This newly created network of SRRF-compatibleplay and entertainment environments provides a complex, interactive playand entertainment system that creates a seamless magical interactiveplay experience that transcends conventional physical and temporalboundaries.

SRRF may generally be described as an RF-based communications technologyand protocol that allows pertinent information and messages to be sentand received to and from two or more SRRF compatible devices or systems.While the specific embodiments described herein are specific to RF-basedcommunication systems, those skilled in the art will readily appreciatethat the broader interactive play concepts taught herein may be realizedusing any number of commercially available 2-way and/or 1-way mediumrange wireless communication devices and communication protocols suchas, without limitation, infrared-, digital-, analog, AM/FM-, laser-,visual-, audio-, and/or ultrasonic-based systems, as desired orexpedient.

The SRRF system can preferably send and receive signals (up to 40 feet)between tokens and fixed transceivers. The system is preferably able toassociate a token with a particular zone as defined by a tokenactivation area approximately 10-15 feet in diameter. Differenttransceiver and antenna configurations can be utilized depending on theSRRF requirements for each play station. The SRRF facility tokens andtransceivers are networked throughout a play environment. These devicescan be hidden in or integrated into the environmental infrastructure,such as walls, floors, ceilings and play station equipment. Therefore,the size and packaging of these transceivers is not particularlycritical.

In a preferred embodiment, an entire entertainment facility may beconfigured with SRRF technology to provide a master control system foran interactive entertainment play environment using SRRF-compatiblemagic wands and/or tracking devices. A typical entertainment facilityprovided with SRRF technology may allow 300-400 or more users tomore-or-less simultaneously send and receive electronic transmissions toand from the master control system using a magic wand or otherSRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-basethat can track the locations and activities of up to a hundred or moreusers. This information is then used to adjust the play experience foreach user based on “knowing” where the user/player has been, whatobjectives that player has accomplished and how many points or levelshave been reached. The system can then send messages to the userthroughout the play experience. For example, the system can allow ordeny access to a user into a new play area based on how many points orlevels have been reached by that user and/or based on what objectivesthat user has accomplished or helped accomplish. It can also indicate,via sending a message to the user the amount of points or specific playobjectives necessary to complete a “mission” or enter the next level ofplay. The master control system can also send messages to the user fromother users.

The system is preferably sophisticated enough that it can allow multipleusers to interact with each other adjusting the game instantly. Themaster system can also preferably interface with digital imaging and/orvideo capture so that the users activities can be visually tracked. Anyuser can locate another user either through the video capturing systemor by sending a message to another device. At the end of a visit, usersare informed of their activities and the system interfaces with printoutcapabilities. The SRRF system is preferably capable of sending andreceiving signals up to 100 feet. Transmitter devices can also be hiddenin walls or other structures in order to provide additionalinteractivity and excitement for play participants.

Suitable embodiments of the SRRF technology described above may beobtained from a number of suitable sources, such as AXCESS, Inc. and, inparticular, the AXCESS active RFID network system for asset and peopletacking applications. In another preferred embodiment the systemcomprises a network of transceivers 300 installed at specific pointsthroughout a facility. Players are outfitted or provided with a reusable“token”-a standard AXCESS personnel tag clipped to their clothing in theupper chest area. As each player enters a specific interactive play areaor “game zone” within the facility, the player's token receives a lowfrequency activation signal containing a zone identification number(ZID). The token then responds to this signal by transmitting both itsunique token identification number (TID) along with the ZID, thusidentifying and associating the player with a particular zone.

The token's transmitted signal is received by a transceiver 300 attachedto a data network built into the facility. Using the data network, thetransceiver forwards the TID/ZID data to a host computer system. Thehost system uses the SRRF information to log/track the guest's progressthrough the facility while interfacing with other interactive systemswithin the venue. For example, upon receipt of a TID/ZID messagereceived from Zone 1, the host system may trigger a digital camerafocused on that area, thus capturing a digital image of the player whichcan now be associated with both their TID and the ZID at a specifictime. In this manner the SRRF technology allows the master controlsystem to uniquely identify and track people as they interact withvarious games and activities in a semi-controlled play environment.Optionally, the system may be configured for two-way messaging to enablemore complex interactive gaming concepts.

In another embodiment, the SRRF technology can be used in the home. Forenabling magic at the home, a small SRRF module is preferablyincorporated into one or more portable toys or objects that may be assmall as a beeper. The SRRF module supports two-way communications witha small home transceiver, as well as with other SRRF objects. Forexample, a magic wand 100 can communicate with another magic wand 100.

The toy or object may also include the ability to produce light,vibration or other sound effects based on signals received through theSRRF module to complement the operation of the wand and/or the effectsachieved. In a more advanced implementation, the magical object may beconfigured such that it is able to display preprogrammed messages of upto 50 characters or more on a LCD screen when triggered by user action(e.g. button) or via signals received through the SRRF module. Thisdevice is also preferably capable of displaying short text messagestransmitted over the SRRF wireless link from another SRRF-compatibledevice. For example, FIG. 19G shows a toy wand 100 having an LCD screen113 for displaying short text messages.

Preferably, the SRRF transceiver 300 is capable of supportingmedium-to-long range (10-40 feet) two-way communications between SRRFobjects and a host system, such as a PC running SRRF-compatiblesoftware. This transceiver 300 has an integral antenna and interfaces tothe host computer through a dedicated communication port using industrystandard RS232 serial communications. It is also desirable that the SRRFtransmission method be flexible such that it can be embedded intelevision or radio signals, videotapes, DVDs, video games and otherprograms media, stripped out and re-transmitted using low costcomponents. The exact method for transposing these signals, as well asthe explicit interface between the home transceiver and common consumerelectronics (i.e. TVs, radios, VCRs, DVD players, A/V receivers, etc.)is not particularly important, so long as the basic functionality asdescribed above is achieved. The various components needed to assemblesuch an SRRF system suitable for use with the present invention arecommercially available and their assembly to achieve the desiredfunctionality described above can be readily determined by persons ofordinary skill in the art. If desired, each SRRF transceiver may alsoincorporate a global positioning (“GPS”) device to track the exactlocation of each play participant within one or more play environments.

Most desirably, a SRRF module can be provided in “chip” form to beincorporated with other electronics, or designed as a packaged modulesuitable for the consumer market. If desired, the antenna can beembedded in the module, or integrated into the toy and attached to themodule. Different modules and antennas may be required depending on thefunction, intelligence and interfaces required for different devices. Aconsumer grade rechargeable or user replaceable battery may also be usedto power both the SRRF module and associated toy electronics.

Interactive Game Play

The present invention may be carried out using a wide variety ofsuitable game play environments, storylines and characters, as will bereadily apparent to those skilled in the art. The following specificgame play examples are provided for purposes of illustration and forbetter understanding of the invention and should not be taken aslimiting the invention in any way:

EXAMPLE 1

An overall interactive gaming experience and entertainment system isprovided (called the “Magic” experience), which tells a fantastic storythat engages children and families in a never-ending adventure based ona mysterious treasure box filled with magical objects. Through a numberof entertainment venues such as entertainment facilities, computergames, television, publications, web sites, and the like, children learnabout and/or are trained to use these magical objects to become powerful“wizards” within one or more defined “Magic” play environments. The playenvironments may be physically represented, such as via an actualexisting play structure or family entertainment center, and/or it may bevisually/aurally represented via computer animation, television radioand/or other entertainment venue or source.

The magical objects use the SRRF communications system allowing formessages and information to be received and sent to and from any otherobject or system. Optionally, these may be programmed and linked to themaster SRRF system. Most preferably, the “magic wand” 100 is configuredto receive messages from any computer software, game console, web site,and entertainment facility, television program that carries the SRRFsystem. In addition, the magic wand can also preferably send messages toany SRRF compatible system thus allowing for the “wand” to be trackedand used within each play environment where the wand is presented. Thetoy or wand 100 also preferably enables the user to interact with eithera Master system located within a Magic entertainment facility and/or ahome-based system using common consumer electronic devices such as apersonal computer, VCR or video game system.

The master control system for a Magic entertainment facility generallycomprises: (1) a “token” (gag, toy, wand 100 or other device) carried bythe user 430, (2) a plurality of receivers or transceivers 300 installedthroughout the facility, (3) a standard LAN communications system(optional), and (4) a master computer system interfaced to thetransceiver network (optional). If a Master computer system is used,preferably the software program running on the Master computer iscapable of tracking the total experience for hundreds of userssubstantially in real time. The information is used to adjust the playfor each user based on knowing the age of the user, where the user hasplayed or is playing, points accumulated, levels reached and specificobjectives accomplished. Based on real-time information obtained fromthe network, the system can also send messages to the user as theyinteract throughout the Magic experience.

The Master system can quickly authorize user access to a new playstation area or “zone” based on points or levels reached. It can alsopreferably indicate, via sending a message to the user, the pointsneeded or play activities necessary to complete a “mission.” The Mastersystem can also send messages to the user from other users. The systemis preferably sophisticated enough to allow multiple users to interactwith each other while enjoying the game in real-time.

Optionally, the Master system can interface with digital imaging andvideo capture so that the users' activities can be visually tracked. Anyuser can then locate another user either through the video capturingsystem or by sending a message to another device. At the end of a visit,users are informed of their activities and other attributes related tothe Magic experience via display or printout.

For relatively simple interactive games, the Master system may beomitted in order to save costs. In that case, any game-relatedinformation required to be shared with other receivers or transceiversmay be communicated via an RS-232 hub network, Ethernet, or wirelessnetwork, or such information may be stored on the wand itself and/or anassociated RFID card or badge carried by the play participant. Forretrofit applications, it is strongly preferred to provide substantiallyall stand-alone receivers or transceivers that do not communicate to amaster system or network. This is to avoid the expense of re-wiringexisting infrastructure. For these applications, any informationrequired to be shared by the game system is preferably stored on thewand or other RFID device(s) carried by the play participants.Alternatively, if a more complex game experience is demanded, any numberof commercially available wireless networks may be provided withoutrequiring rewiring of existing infrastructure.

EXAMPLE 2

A computer adventure game is provided in which one or more playparticipants assume the role of an imaginary character “Pajama Sam” fromthe popular series of computer games published by HumongousEntertainment, Inc. of Woodinville, Wash. A Pajama Sam adventurecharacter card 725, such as illustrated in FIGS. 39A, 39B, is providedto each play participant. The card may be packaged and sold togetherwith the game software, and/or it may be sold separately, as convenienceand market demands dictate.

The card 725 may be constructed substantially the same as the cards 325,625 illustrated and described above in connection with FIGS. 20C-D and38A-D, except with different character illustrations and/or graphics.For example, each card 725 may include a different character from thePajama Sam computer game series representing a role-play characterdesired to be imagined by a play participant. The obverse side (FIG.39B) includes an RFID tag 736, such as illustrated and described abovein connection with FIG. 20D. Preferably, the tag 736 is covered with anadhesive paper label 734. Alternatively, the tag 736 may be moldeddirectly into a plastic sheet substrate from which the card 725 is thenformed. Alternatively, a magnetic “swipe” strip and/or other well-knowninformation storage means may be used with efficacy, so long as it isrelatively compact, durable and inexpensive.

The particular size, shape and theme of the card 725 is relativelyunimportant. In the particular embodiment illustrated, the card 725 isshaped and themed similar to a baseball trading card so that they may becollected and stored conveniently in any baseball card album or thelike. If desired, a hole or eyelet (not shown) may be provided at thetop of the card 725 so as to facilitate wearing the card 725 as apendant on a necklace or as key-chain trinket. Of course, smaller,pocket-sized cards and/or other similar RFID or magnetic transponderdevices may also be used where convenience and market demand dictates.Such alternative suitable transponder devices are commerciallyavailable, such as from Texas Instruments, Inc. (http://www.tiris.com,e.g., Prod. Nos. RI-TRP-W9WK, RI-TRP-R9QL, RI-TRP-WFOB).

A specially configured computer, video game, home game console,hand-held gaming device or similar gaming device is provided with areader, and more preferably a reader/writer such as described above,that is able to communicate with the tag 736 or other informationstorage means associated with the card 725. As each play participantplays his or her favorite Pajama Sam game the Pajama Sam characterrepresented by the card 725 gains (or loses) certain attributes, such asspeed, dexterity, and/or the possession of certain tools or objectsassociated with the game play. All of this information is preferablystored on the card 725 so that the character attributes may be easilyand conveniently transported to other similarly-equipped computer games,video games, home game consoles, hand-held game units, play facilities,and the like. In this manner, an imaginary role-play character iscreated and stored on a card that is able to seamlessly transcend fromone play medium to the next.

For example, in the course of playing a typical Pajama Sam game, playersmust “find” certain objects or tools that they will use to solve certainpuzzles or tasks presented by the game. Players “pick up” these objectsor tools by clicking their mouse on the desired object. The computergame software then keeps a record of which objects have been collectedand displays those objects on the computer screen when requested by theplayer. This is illustrated by FIG. 40A, which is a screen shot from thecomputer game, “Pajama Sam, in No Need to Hide When It's Dark Outside,”published by Humongous Entertainment., Inc.© 1996. The game begins inPajama Sam's bedroom, and the player is asked to find and click oncertain objects 810 that Pajama Sam needs to begin his adventure—namelyhis flashlight, PajamaMan lunch box and PajamaMan mask. As these objectsare located and collected, they are displayed on the bottom of thecomputer screen, as illustrated in FIG. 40A.

FIG. 40B is a screen shot from the same game where the player faces hisfirst challenge or puzzle to solve. He or she must somehow make PajamaSam operate the elevator 815 to take Pajama Sam up into the tree house820 where his archenemy “Darkness” resides. To solve the puzzle theplayer explores the scene with his mouse and clicks on objects thatmight be useful to solve the puzzle. Eventually, the player willdiscover a pile of rocks 825 which Pajama Sam picks up and tosses intothe basket 830 to operate the elevator. In the next scene (FIG. 40E)Pajama Sam is inside the tree house and the player must decide which ofthree possible paths to take representing doors 840, 845 and 850.Doorway 850 leads to the scene illustrated in FIG. 40D in which PajamaSam (and the player) is challenged to a trivia game by a pair of talkingdoors. The player chooses from different categories of questions andattempts to choose correct answers from a multiple choice list providedby the game (see FIG. 40E). Ultimately, the player is challenged with aquestion specific to the game (see FIG. 40F) and which requires theplayer to have visited a particular location within the game where theinformation is contained. If the player has not completed that portionof the computer game, he or she cannot answer the question posed andPajama Sam cannot advance in the adventure game (see FIG. 40G).

If the player were to quit the game at this point, he or she could savethe game on the host computer and return to the same computer later tocomplete the adventure. But the Pajama Sam character itself, itsattributes, experiences and accomplishments are not portable and cannotpresently be transferred from one game or gaming environment to another.However, the Pajama Sam adventure card 725 in accordance with thepresent invention enables a play participant to continue the adventuresomewhere else (e.g. at a friend's house, or a video arcade facility)without having to restart the game and repeat the steps that the playerhas already accomplished. With the Pajama Sam adventure card 725,relevant details of the game experience and the Pajama Sam character arestored on the card 725 so that the player can take the card to anothercomputer, game console, hand-held game device or a designated Pajama Samplay facility, to continue the adventure in a new and exciting playenvironment.

For example, the Pajama Sam play facility could be configured as aphysical play space having theming and game play that parallels that ofone or more of the Pajama Sam computer adventure games. Now our computergame player who has a Pajama Sam adventure card 725 can visit this playfacility and the facility would be able to read the information on thecard and determine that this particular player has already completed thefirst puzzle in the first Pajama Sam computer adventure game. If theplayer desires, he or she will be allowed to advance automatically inthe game play within the Pajama Sam play facility so that the player canwork on a new puzzle. If the player successfully solves a new puzzle atthe play facility, this information will be recorded on the Pajama Samadventure card 725. The next time he or she plays the computer game thecard can be automatically read and the computer experience can bemodified or updated in accordance with the new information recorded onthe card. In this manner, the character role-play experience becomesportable, personal and long-term. This, in turn, facilitates thedevelopment of even more sophisticated and complex role-play charactersand longer, more enjoyable role play experiences as players are able tocontinue playing with and developing the same role-play character(s)over long periods of time and in different and varied play environments.

Similarly, various other video games, home game consoles, and/orhand-held game units can be and preferably are configured to communicatewith the Pajama Sam adventure card 725 in a similar manner as describedabove and/or using other well-known information storage andcommunication techniques. In this manner, a play participant can use thePajama Sam adventure card 725 and the role play character he or she hasdeveloped with specific associated attributes in a favorite video actiongame, role-play computer game, internet adventure game or the like.

EXAMPLE 3

A trading card game is provided wherein a plurality of cards depictingvarious real or imaginary persons, characters and/or objects areprovided and wherein each card has recorded or stored thereon in anelectronically readable format certain selected information pertainingto the particular person, character or object, such as performancestatistics, traits/powers, or special abilities. The information ispreferably stored on an RFID tracking tag associated with each card andwhich can be read electronically and wirelessly over a predeterminedrange preferably greater than about 1 cm when placed in the proximity ofa suitably configured RF reader. Optionally, the RFID tag may beread/write capable such that the information stored thereon may bechanged or updated in any manner desired. Alternatively, a magneticstrip, bar code or similar information storage means may be used tostore relevant information on the card.

FIGS. 41A and 41B depict one preferred embodiment of a trading card 900having features and advantages in accordance with the present invention.The particular trading card illustrated in FIG. 41A is provided in thetheme of the popular Pokemon characters and, in particular, thecharacter Pikachu. FIGS. 41C and 41D illustrate several other possiblePokemon themed trading cards which may be provided in accordance withthe present invention. Each card preferably comprises a paper, cardboardor plastic substrate having a front side 905 and a back side 910. Thefront 905 of the card 900 may be imprinted with graphics, photos, or anyother information as desired. In the particular embodiment illustrated,the front 905 contains an image of the Pikachu character 925 in keepingwith the Pokemon theme. In addition, the front 905 of the card 900 mayinclude any number of other designs or information 930 pertinent to itsapplication. For example, the character's type, size and evolution maybe indicated, along with any special powers or traits the character maypossess.

The obverse side 910 of the card 900 preferably contains the cardelectronics comprising a radio frequency tag 920 pre-programmed with thepertinent information for the particular person, character or objectportrayed on the front of the card. The tag 920 generally comprises aspiral wound antenna, a radio frequency transmitter chip and variouselectrical leads and terminals connecting the chip to the antenna. Ifdesired, the tag 920 may be covered with an adhesive paper label 925 or,alternatively, the tag may be molded directly into a plastic sheetsubstrate from which the card 900 is formed.

Preferably, the tag 920 is passive (requires no batteries) so that it isinexpensive to purchase and maintain. Such tags and various associatedreaders and other accessories are commercially available in a widevariety of configurations, sizes and read ranges. RFID tags having aread range of between about 10 cm to about 100 cm are particularlypreferred, although shorter or longer read ranges may also beacceptable. The particular tag illustrated is the 13.56 MHz tag soldunder the brand name Taggit™ available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-103-11OA). The tag 920 has auseful read/write range of about 25 cm and contains 256-bits of on-boardmemory arranged in 8×32-bit blocks which may be programmed (written) andread by a suitably configured read/write device. If a longer read/writerange and/or more memory is desired, optional battery-powered tags maybe used instead, such as available from AXCESS, Inc. and/or variousother vendors known to those skilled in the art.

Cards 900 may be collected or traded and/or they may be used to playvarious games, such as a Pokemon arena competition using an electronicinterface capable of reading the card information. Such games may becarried out using a specially configured gaming device or,alternatively, using a conventional computer gaming platform, home gameconsole, arcade game console, hand-held game device, internet gamingdevice or other gaming device that has been modified to include an RFreader or magnetic “swipe” reader device as illustrated and describedabove. Advantageously, play participants can use the trading cards 900to transport information pertinent to a particular depicted person,character or object to a favorite computer action game, adventure game,interactive play structure or the like. For example, a suitablyconfigured video game console and video game may be provided which readsthe card information and recreates the appearance and/or traits of aparticular depicted person, character or object within the game. Ifdesired, the game console may further be configured to write informationto the card in order to change or update certain characteristics ortraits of the character, person or object depicted by the card 900 inaccordance with a predetermined game play progression.

EXAMPLE 4

Game participants are immersed in a treasure hunt adventure thatcombines old fashioned storytelling, live entertainment, hands-on playand interactive gaming together in a seamless experience. The game iscarried out in multiple venues and using multiple entertainment mediumsso that cross-media promotion and traffic is encouraged and provided bythe game (see, e.g., FIG. 36).

The treasure hunt is brought to life through a live-action story andinteractive game using the RFID tag technology. Play participantsreceive points (optionally redeemable for one or more prizes) forsearching and successfully finding clues and other items and for solvingvarious puzzles and the final mystery of the whereabouts of a losttreasure. Guests are awarded points for finding 18-20 hidden and not-sohidden items such as a framed letter, a painting on the wall, bottle ofelixir buried amongst props, etc. These clues and other items arepreferably distributed throughout a park facility and in various retail,restaurant and entertainment buildings for which the park desires togenerate additional walk-in traffic.

Each item found is worth a certain number of points and/or reveals tothe player one or more clue(s) needed to advance in the game. Clues maybe the location of other hidden items, tools or clues. Preferably theclues are revealed in an appropriately themed manner, such as a localnewspaper account, programmed and staff-led storytelling, signage,performances, and various interactive game consoles.

In the storyline it is revealed that in 1790 Alexander McIlivray, son ofa Scottish solider and Muskogee Indian Princess, became an importantfriend of both the Indians and the United States government. He met withseveral important men at Stone Mountain, Ga. to put together a peacetreaty between the Indians and the government. George Washington invitedhim to meet with him in New York where they agreed to the Treaty of NewYork. For his efforts, Alexander was made a Brigadier General in thearmy with a pension. It is believed that he was also given $100,000 ingold coins.

This treasure of gold coins was passed down several generations and itis reported to be buried at Stone Mountain. Many in the town believe thestory is legend, but two unrelenting men believe that it is true. Afamous historian by the name of Andrew Johnson, and an adventurer by thename of Tom Willingham, are convinced that the treasure exists and havespent the last 10 years searching for the gold. The last living relativeto McIlivray buried the treasure but wanted the search to be difficultand has left important and revealing clues throughout the town ofCrossroads. The two men's journey is coming to an exciting conclusion inthat they have discovered that the final clue is buried under thefountain/mine/bust of Alexander McIlivray near the center of town. Asthey dig in “present” day for their final clue, they tell the story oftheir hunt for the treasure over the last decade. One and all areinvited to retrace their steps in their search for the gold and become apart of the grand adventure when the final clue is revealed to where thetreasure is buried.

By participating in the game players receive valuable points for eachlevel of accomplishment they make in finding these clues and items whichcould either give them high point rankings and/or earn them a prize orchance at a large prize in the future (e.g. part of a real treasure).Advantageously, clues and other necessary items are preferably hiddenwithin various retail stores and designated entertainment areas, givingkids and adults fun and alluring reasons to go inside buildings and seekout new experiences they might have otherwise overlooked.

Once a player completes the game, her or she will have collected enoughpoints, clues and other information that will give them the knowledgethey need to discover and/or solve the final clue of where the treasureis buried. The “reward” for successfully completing the game could be,for example, a small prize, recognition certificate, or a sweepstakesentry to win a large prize.

EXAMPLE 5

Game participants are immersed in a world-wide treasure hunt adventureto locate a large, unknown amount of money stashed away in one or moreSwiss bank accounts (the money and the accounts can be real or“made-up”).

According to the storyline Willy Wonkers, a reclusive/eccentricbillionaire, was unsure which of his many would-be heirs was worthy toreceive his vast fortunes. So he provided in his will that upon hisdemise his entire estate was to be liquidated and all of the proceedsplaced in a number of anonymous Swiss bank accounts (under secretpasswords known only to Willy) to be distributed “to only such heir(s)who prove themselves worthy of inheriting my vast fortunes bysuccessfully completing the Wonkers Worldwide Worthiness Challenge”—aseries of intellectual, physical and moral challenges devised by Willy.

To create the ultimate “worthiness” challenge, Willy employed a team ofa thousand of the world's top scientists, psychologists, teachers,musicians, engineers, doctors, etc. The goal was to develop a number ofprobative tests/challenges that would ultimately reveal the worthyrecipient(s) of Willy's vast fortunes. Per Willy's instructions thechallenges were very carefully and meticulously designed to ensure thatonly persons of the highest character and pureness of heart/mind couldever succeed in completing all of the necessary challenges and therebyobtain Willy's fortunes. Willy was especially vigilant to thwart thepossible feigning efforts of unscrupulous persons who might attempt togain access to his fortunes by cheating, trickery or other deceptivedevices. Above all, he was determined to prevent any part of his vastestate and fortune from ever falling into the hands of persons who werelazy, ignorant or wicked of heart.

While Willy was a prodigiously brilliant and gifted man, he was alsosurprisingly naive. Willy soon met his demise at the bottom of a boilingvat of chocolate via the hands of his greedy nephew and would-be heir,Ignomeous (“Iggy”) Ignoramus. When Iggy learned of his uncle's plan, heabducted Willy late one night outside his office and forced him atgunpoint to hand over the secret account numbers and passwords. Thesewere inscribed on several chocolate bars which Willy kept locked up in asafe. While nervously holding the gun to Willy's head, Iggy franticallygrabbed the chocolate bars and stuffed them into his pockets. He thenbound and gagged Willy and threw him into the boiling vat of chocolatewhereupon Willy was found dead the next morning.

Iggy's plan (such as it was) was to lay low and wait for Willy's estateto be liquidated and transferred into the various secret Swiss accountsin accordance with Willy's final wishes. But, before any genuinelyworthy recipient would have a chance to successfully complete all of thechallenges and rightfully claim the Wonkers fortunes, Iggy wouldsecretly divert all of the funds in each of the secret Swiss accounts tohis own secret accounts whereupon he would enjoy the good-life foreverthereafter.

Unfortunately, Iggy failed to consider the extreme heat radiated by theboiling vat of chocolate. By the time Iggy had gagged, bound, draggedand threw Willy into the boiling vat of chocolate and watched him as heslowly sank deeper and deeper into the molten chocolate to his demise,Iggy realized he was sweating like a pig. It was at that time he noticedthat the chocolate bars, upon which were inscribed the secret Swissaccount numbers and passwords, were also melting away in his pockets.Frantically, Iggy tried to preserve the rapidly melting chocolates, butalas it was too late. He was only able to salvage a few incompletenumbers and passwords before the chocolates were no more.

Iggy tried mentally to recreate the missing information, but he was notgood at remembering much of anything, let alone numbers and obscurepasswords. Thus, he could only recreate a few bits and pieces of thecritical information. On the brighter side, Iggy did manage to salvagesome of the information and he figured, given enough time, he wouldprobably be able to break the secret passwords and ultimately get theloot before anyone else does. His cousin, Malcolm Malcontent, andseveral other greedy would-be heirs agreed to help him in exchange for acut of the loot.

Game participants are invited to a reading of the will where they areidentified as a potential heir to the Wonkers family fortune. Eachparticipant is challenged to complete the Wonkers Worldwide Worthinesstest and to thereby obtain the secret Swiss account number(s)/passwordsand the Wonkers fortunes before Iggy does. The first participant whosuccessfully completes the challenge gets all the loot. However, failureto complete any single challenge results in immediate and permanentdisinheritance.

The challenges are arranged so that only those who are smart, diligentand who are pure of heart and mind will be able to successfully completethe worthiness challenge. Thus, participants must faithfully carry outand complete each challenge in the exact manner specified. Any changesor deviations will result in failure. The game is also set up to providemany temptations along the way to cut comers, cheat or trick one's waythrough the various challenges. Players must not succumb to thesetemptations, lest they be immediately and permanently disinherited.Players must also be careful not to reveal any helpful information toIggy or his posse of greedy co-conspirators, lest they get to the lootfirst.

Each game participant receives a card, token, key chain, or other gamingimplement (“game token”). This token contains a unique identificationnumber (preferably an RFID tag, mag-strip card, bar-coded card, or thelike) which is used to uniquely identify each player throughout the gameplay. Optionally, a user-selected password is associated with each tokenso that it can only be used or activated by its proper owner. The tokenallows players to interact with one or more game enabledreaders/stations and/or other compatible devices distributed throughouta selected geographic region (e.g., book stores, theme parks, familyentertainment centers, movie theaters, fast-food venues, internet,arcades, etc.).

Preferably, each token represents a specific character in the treasurehunt game. Thus, play participants would preferably select whichcharacter he or she would like to play. For example, possible charactersmay include Eddy the Electrician, Abe the Accountant, Martha theMusician, Doctor Dave, Nurse Nancy, Policeman Paul, etc. Each characterwould come with a unique story about who they are, how they were relatedto Willy and, most importantly, a touching little vignette about Willythat no one else knows. Hidden within each story is one or more uniqueclues that are necessary to solve the various challenges the playerswill soon face. The game is preferably arranged and set up so that cluescan only be successfully used by the particular character(s) wholegitimately possesses them. If any other character illegitimatelyobtains these secret clues and tries to use them in the game, he or shewill fail the challenge.

Preferably all of the clues (and possibly other, extrinsic clues) arerequired to complete the quest. Thus, players will preferably need tocooperate with other players in order to receive and exchange cluesand/or other specified assistance “legitimately” to enable each playerto advance in the game. For example, assume that Policeman Paul knowsthat Willy detests white chocolate. Nurse Nancy knows that Willy can'tstand licorice. In the course of game play, Nancy and Paul independentlydetermine that one of the secret passwords must be either: (1) JellyBean; (2) White Chocolate; or (3) Licorice. Neither Nancy nor Paul,alone, knows the correct answer (they can try to “trick” the game byguessing, but then they will lose the quest). But, together they cansolve the challenge. Nancy can share her information with Paul and Paulcan share his information with Nancy.

Preferably, any sharing of information must be conducted within therules of the game to be “legitimate” and recognized by the game. Thus,preferably, players cannot advance in the game simply by getting therelevant clue info from the internet or by asking other players. To belegitimate and, therefore, recognized by the game, both players of theNancy and Paul characters must present their tokens together to anenabled token reader (e.g., at a local game center or theme park) andrequest that the information be shared between the characters. Once theinformation is legitimately exchanged within the context of the game, itthen can be used by each player/character to solve further challengesand to thereby advance in the game. However, if a player guesses theanswer (even correctly) or if the clue information is obtainedillegitimately, then the player preferably loses the quest and mustpurchase a new token.

More complex sharing scenarios could also be developed. For example,certain unique clue information could be revealed only during the courseof game play and only to certain characters. Other characters would needthis clue information to advance in the game and would have to figureout which other character(s) have the information they need. They wouldthen need to find and contact another player (a friend, acquaintance,classmate, etc.) who has the appropriate character token and who hassuccessfully found the clue information they need. Then they would needto meet in order to make the necessary exchange transaction.

For instance, assume in the above example that Paul had information tohelp Nancy, but Nancy did not have the information needed to help Paul.Nancy had information to help Martha and Martha had the information tohelp Paul. Now, the players must somehow negotiate a mutual three-wayexchange that works for everyone's interest. The resulting transactionscould be simple bartering (information in exchange for information/help)and/or there could be some kind of currency involved, such as bonuspoints or the like, whereby players could negotiate and accumulatepoints each time they help other players. One goal of the game is toencourage playful interaction among the players by requiring them towork with (and possibly negotiate against) other players to see who canget the information and points they need to advance in the game.

Alternatively, players may need to acquire or learn some special skillor knowledge that is necessary to interpret a clue. For example, oneplayer may get a clue in a strange foreign language and another playerhappens to be (or chooses to become within the context of the game) aninternational language expert who can interpret the foreign-languageclue. Both players need to somehow find and cooperate with one anotherin order to advance in the game. Players can (and preferably must) alsoobtain certain information or clues from other extrinsic sources inorder to further advance in the game. These can be simple extrinsicsources like a dictionary, encyclopedia, a local library or museum, or asecret code word printed on a participating retail store purchasereceipt.

Preferably, the game is self-policing. That is, it “knows” when anexchange of information and/or other help is legitimately given (i.e.conducted within the rules of the game) and can react accordingly. Forexample, the game may require both players (or multiple players, if morethan two are involved) to simultaneously present their tokens to anenabled reader/device. The reader would then be able to verify theidentities of each character/player, extract relevant information, tokenID, user password, etc., and write the relevant new information to eachplayer's token. Once the transaction is completed, each player wouldthen legitimately possess and be able to use the information stored onhis or her token to advance further in the game using any other gamingdevice that can read the token.

Alternatively, the same sequence can be followed as described above,except that the token is used only to verify character and playeridentities (e.g. an RFID read-only tag). All other relevant informationis stored in a local and/or central database. The data-base keeps trackof each individual player's progress, what information/clues they havelearned, who they have interacted with, points accumulated, etc. Thus,game play can proceed on any device that can communicate via theinternet, such as a home computer, game console, internet appliance,etc.

Alternatively, an authenticating password may be used in conjunctionwith each RFID identifying token. When two or more players present theirtokens to an enabled reader device as in the examples described above,each player is given an authenticating password, which the player(s)then can enter into any other gaming platform. The password may be analpha-numeric code that is mathematically derived from the unique IDnumbers of each participating player involved in the sharingtransaction. Thus, it is unique to the specific players involved in theauthorized exchange transaction and cannot be used by other players(even if they copy or steal the password). When the alphanumeric numberis subsequently re-entered into another device (e.g., a home gameconsole or home computer) by the authorized player, the game softwarecan reverse the mathematical algorithm using the player's unique ID(previously entered at the beginning of the game) and thereby determineand/or validate the event(s) that generated the authenticating password.Existing public-key/private-key encryption algorithms and/or the likecould be used for encoding and decoding the authenticating passwords.Optionally, each authenticating password could have a “shelf life” ofany desired length of time such that it must be used within an hour, aday, a week, a month, etc. This might help move the game along bykeeping players on their toes. Authenticating passwords could be easilyprinted and dispensed on special tickets or stickers, which can becollected. Alternatively, and/or in addition, authenticating passwordscan be readily printed on any ordinary cash register receipt as part ofany purchase transaction (e.g. at a fast food or other retailestablishment).

The treasure hunt game may be continual in its progression or it may beorchestrated in “real time” via the internet or any other massdistribution/communication medium, such as TV commercials, mini-gameboyinstallments, computer-animated MPEG videos. For example, each gamemight last several days/weeks/months, and may be launched in conjunctionwith a promotional/advertising campaign for a complementing movie or thelike. In that event, players would preferably sign up in advance toreceive their tokens to play the game or they can purchase one or moretokens at any participating gaming outlet before or during the game.

EXAMPLE 6

Game participants are immersed in a “whodunit” murder mystery. Forexample, this interactive adventure game could be based on the popularboard game “Clue™.” Players learn that a murder has been committed andthey must figure out who did it, in what room, with what weapon, etc.The game is preferably live-action interactive with simulated live-newscasts, letters, telephone calls, etc.

According to the storyline Major Mayonnaise is found dead in hispalatial mansion of an apparent massive coronary. However, clues at thecrime scene indicate that this was in fact a carefully planned murder.Based on the indisputable physical evidence, the murder could only havebeen committed by one of eight possible suspects. It is common knowledgethat each player hated Mayonnaise and, thus, each player has beenidentified as a suspect in the murder. Thus, the mission is to figureout WHO DUNIT! and how.

Game play is essentially as described above in connection with Example5. Players receive game tokens, cards, bands or the like uniquelyidentifying each player. Preferably, each token represents one of theeight suspect characters in the Whodunit game. As in Example 5, above,each character would preferably have a unique story about who they are,where they were on the night of the murder, and why they dislikeMayonnaise. Hidden within the collective stories are the unique cluesnecessary to solve the murder mystery challenge. Players cooperate byexchanging clues and other information needed to solve the mystery. Asin Example 5, the game is preferably set up and organized so thatrelevant clues can only be successfully used by the particularcharacter(s) who legitimately possess them. Any player who tries tocheat will preferably be disqualified or otherwise prevented fromadvancing in the game.

EXAMPLE 7

Game participants are immersed in a magical computer adventure game. Forexample, this interactive adventure game could be based on the popular“Harry Potter™” series of children's books by J. K. Rowling and licensedcomputer games by Electronic Arts. Players learn basic magic skills asthey progress through an adventure game and solve one or morechallenges/puzzles.

According to the storyline players are students enrolled at the Hogwartschool of witchery where they are learning witchcraft, spell casting,secret messaging and the like. But something terrible and evil hashappened and it is up to each player and their fellow classmates tosolve the mystery and ferret out the evil-doer and save the school.

Game play is essentially as described above in connection with Examples5 and 6. Players preferably receive game tokens, cards, bands and/or thelike uniquely identifying each player. Each token provides a uniqueidentifier for the player and preferably can store his or her progressin the game. Each player begins the adventure with essentially the samemagic powers, skills and abilities. Each player may also receive a magicwand or other similar device which the players must learn to use toaccomplish certain goals set out in the game.

Players cooperate by exchanging clues and other information needed tosolve the mystery. As in Examples 5 and 6, the game is preferablyorganized so that relevant clues can only be successfully used by theparticular character(s) who legitimately possess them. Any player whotries to cheat will preferably be disqualified or otherwise preventedfrom advancing in the game.

An authenticating password system is preferably used to verify orauthenticate game events and to thereby discourage cheating. Thesesecret codes or pass words may be obtained from any participating gamevenue (e.g., fast food venues, toy store, theme parks, etc.) or othersources that will become obvious once the game is implemented. Once asecret password is obtained, players can enter it into a speciallyenabled home computer game, arcade game, portable gaming device, orother device, to get secret powers and/or to find secret parts of thegame otherwise unobtainable without the secret code. For example, aplayer may buy a meal from a fast-food vendor and as part of the mealpackage would receive a token and/or a secret code. The secret codepreferably may be used to access a secret portion or level of a popularcomputer adventure game.

Most preferably (although not required) authenticating passwords areunique or semi-unique to the player(s) who possess them. For example,each password may be an alpha-numeric code that is mathematicallyderived from a unique ID number stored on each participating player'stoken or from a password the player selects. Thus, the secret code ismore-or-less unique to the specific player(s) involved in anauthenticated game event and preferably cannot be used by other players(even if they copy or steal the secret code). When the alpha-numericnumber is subsequently re-entered into another device (e.g., a home gameconsole or home computer) by the authorized player, the game softwarecan reverse the mathematical algorithm using the player's unique ID oruser-selected password (this may or may not be previously entered at thebeginning of the game) and thereby determine and/or validate the gameevent(s) that generated the authenticating password. Existingpublic-key/private-key encryption algorithms and/or the like could beused for encoding and decoding the authenticating passwords.

Optionally, each authenticating password could have a “shelf life” ofany desired length of time such that it must be used within an hour, aday, a week, a month, etc. This might help move the game along bykeeping players on their toes. Authenticating passwords could be easilyprinted and dispensed on special tickets or stickers, which can becollected. Alternatively, and/or in addition, authenticating passwordscan be readily printed on any ordinary cash register receipt as part ofany purchase transaction (e.g. at a fast food or other retailestablishment).

To make the password system more convenient, the token device mayoptionally include one or more entry buttons and an LCD display. Whenplayers insert the token into an enabled reader, the secret code(s) aredownloaded automatically to the token device and can be displayed on theLCD screen. The token thus becomes a secret encoder/decoder device thatallows players to electronically transport and send/receive secretmessages and codes to each other that can only be read byplayers/devices that possess the correct authenticating code. Anoptional communication port may allow secret codes to be downloadeddirectly to a computer game, portable game unit or other devices using,for example, a standard USB communication port.

EXAMPLE 8

As discussed above, systems and methods described herein may be utilizedin an interactive game environment, wherein an experience of a gameparticipant may dynamically change based on a variety of factors. FIG.33 illustrates a flowchart of a multi-layered interactive game 600 thatinterleaves retail and entertainment phases, according to certainembodiments of the invention. For exemplary purposes, the interactivegame 600 will be described with reference to a magic-themed game whereingame participants use a magic wand to accomplish a variety of tasks,such as one of the wands described previously. It is recognized that theinteractive game 600 may be used in a variety of environments.

As shown in FIG. 33, the interactive game 600 begins with an initialretail phase (Block 602). During the retail phase, the game participantacquires (for example, purchases) an item that allows the participant toenter and participate in a gaming area or entertainment space. Incertain embodiments, the item allows the participant to interact with aphysical space, such as with other objects and/or other gameparticipants. For instance, the participant may purchase a magic wandthat allows the participant to pass through an entrance gate into a gamearea. The magic wand may then activate one or more sensors around a playspace that allow a computer to track the participant's movement andprogress within the game 600.

In certain embodiments, the retail phase may be performed near a gamingarea, such as in an adjacent room. For instance, the retail phase maytake place in a gift shop or the like. In yet other embodiments, theretail phase may be performed online by the game participant. Forexample, the participant may purchase an item over the Internet or othernetwork or virtual environment.

After the retail phase, the game participant moves to the training phase(Block 604). During the training phase, the participant is provided withinformation relating to his or her participation in the game. Forexample, the participant may be provided with the rules and/orguidelines for the game via a video and/or a game character. In someembodiments, the game participant may bypass the training phase (Block604), such as, for example, if the game participant is already familiarwith the game 600 or if the game 600 does not include training.

Following the training phase, the participant moves to the interactiveentertainment phase (Block 606). During the interactive entertainmentphase, the participant is involved in one or more activities throughwhich the participant may progress and/or advance in the game 600. Forinstance, the participant may advance through a series of clues toobtain a variety of virtual objects. A computer system may track, suchas through a database, information regarding the actions of theparticipants during the interactive entertainment phase.

In certain embodiments, the interactive entertainment phase is dynamicand changes based on the status, experiences and/or items acquired bythe participant. For example, during the interactive entertainmentphase, the participant may acquire virtual objects that give theparticipant new abilities or spells. The computer system may then updatethis new information in the database and modify the interactiveentertainment accordingly.

In certain embodiments, and as described in more detail below, theinteractive entertainment phase comprises a variety of levels and/orlayers that are interrelated. For instance, the progress of theparticipant during one level may directly affect the participant'sadvancement to and/or success in a subsequent level.

From the interactive entertainment phase, the participant may move tothe redemption phase (Block 608). During the redemption phase, theparticipant may redeem virtual items and/or points that he or she hasacquired for real items that may be obtained in a store. For instance, aparticipant who has acquired a certain level of points may redeem thepoints for a rune, such as an artifact or a jewel.

The participant may also have the option of directly purchasing an itemfrom the retail location (Block 610). In such circumstances, theparticipant need not redeem or have acquired any points or objects topurchase the desired item. For example, the participant may pass througha gift shop when leaving the game area and may purchase even more itemsfor use inside the game or as a souvenir. In other embodiments, onlyparticipants who have reached a certain level can purchase an itemand/or purchase the item at a “special” and/or reduced price.

As shown in FIG. 33, once the participant has redeemed and/or purchasedan item from the retail location, the participant may return to theinteractive entertainment phase (Block 606) to complete one or morechallenges. In certain embodiments, the items that the participant hasacquired from the retail store may be decorative and/or may furtherassist the participant in the interactive game.

In certain embodiments, an item that is purchased from the retail areais associated with a higher “power” or strength than the powersassociated with a similar item acquired through redemption and/or as aresult of one or more activities. For instance, a rune that is purchasedthrough a retail store may give a participant more powers in theinteractive entertainment phase than the same rune that has beenacquired by another participant through an interactive quest or mayallow the participant access to certain features of the game to whichparticipants without the rune are not allowed access.

In certain embodiments, the participant is able to end the interactivegame 600 at his or her convenience. Because a computer system recordsthe progress of the participant, the participant is able to return tothe interactive game 600 at a later time and/or another day and is ableto continue his or her game where he or she left off. Such a gameadvantageously provides for virtually endless possibilities in managingthe game and allows for additional layers to be added to the interactiveentertainment phase as previous phases are completed.

Although the interactive game 600 has been described with reference toparticular embodiments, a wide variety of alternative sequences may beused. For example, the blocks described herein are not limited to anyparticular sequence, and the acts relating thereto can be performed inother sequences that are appropriate. For example, described acts orblocks may be performed in an order other than that specificallydisclosed, or multiple acts or blocks may be combined in a single act orblock or be performed substantially currently.

For instance, in certain embodiments, the participant may not berequired to initially purchase an item (Block 602) to enter theinteractive entertainment phase. Instead, the participant may beprovided with a “loaner” wand for use in the interactive entertainmentphase. The participant may then be given the option to purchase the wandat the end or during the game play. The participant may also be givenone or more objects that may be discarded or “upgraded.”

Furthermore, FIG. 33 illustrates a plurality of blocks comprised by theinteractive entertainment phase represented by Block 606. In particular,the interactive entertainment phase comprises a plurality of layers thatare interrelated such that progress in one or more layers may affect theparticipant's experience in one or more other layers. In certainembodiments, the layers are hierarchal and include upper layers thatencompass one or more lower layers. As a participant completes a task oractivity in one of the lower layers, he or she may be given access to,or his or her interactive experience may change, with respect to one ormore of the higher layers.

As shown in FIG. 33, the interactive entertainment phase has a basiclayer (Block 616). In certain embodiments, the basic layer is the firstlayer of game play and includes a simple magic effect, such as at leastone audio, visual and/or physical effect that is activated or triggeredby a device associated with the participant, such as, for example, amagic wand. For instance, a participant may enter the game place withhis or her magic wand in an effort to find one or more objects. Theparticipant may then maneuver his or her magic wand to activate a boxthat lights up and shows the words “You found the forest fern” or thatshows a picture of a forest fern.

In other embodiments, at least one of a plurality of simple effects maybe activated by the participant in the basic layer, including, but notlimited to: the playing of a sound, such as a voice or a musical tone;the lighting of a crystal; the opening of a treasure chest, the playingof a musical instrument; the turning on of a video display, such as apicture; the lighting of a lantern; the talking of a book; the soundingof thunder and/or the shaking of a ground surface beneath the playparticipant as strobe lights flash; and combinations of the same and thelike.

During the basic phase, the participant may be awarded points for theeach time he or she activates an effect. In certain embodiments, thepoints may be in the form of “gold” and/or experience points. Forinstance, the more experience points a participant has, the further theparticipant progresses in the game. The participant may even be awardeda certain level or title as he or she gathers points (for example,0-1000 points is an Apprentice Magi; 1000-2000 points is a BeginningMagi; 2000-5000 points is an Advanced Magi; and over 5000 points is aMaster Magi).

The basic layer is advantageously adapted to the beginner-levelparticipant. Even young children, such as three- to five-year oldchildren may enjoy an extended period of time activating various audioand/or visual effects. Such a layer is also adapted to those who are notinterested in performing a more involved quest but enjoy observing thedifferent effects possible through the use of the magic wand. In otherembodiments, the basic layer is limited to participants who havepurchased only the basic wand and/or a basic entrance pass.

For many participants, however, the basic layer serves as a platform toa subsequent layer, such as the quests layer illustrated by Block 626 inFIG. 33. In certain embodiments, the quests layer includes one or moreinteractive challenges that a participant experiences and/or completesto advance in the interactive game 600. An exemplary embodiment of suchchallenges is detailed below.

The quests layer may comprise a plurality of “missions” that are givento the participant by a “GameMaster” or a “QuestMaster.” The participantis provided with a screen that lists all of the available quests andtheir associated “runes” and/or tokens. As the participant completeseach quest and collects the rune(s), the magic wand of the participantis given new powers, and the participant acquires additional gold and/orexperience points.

In certain embodiments, the quest sequence begins with the participantactivating a main quest screen by waving his or her magic wand. A sensornear the screen detects and identifies the wand, which has a uniqueidentification stored in the computer system. For instance, the wand maybe identified by an alphanumeric code and may be associated with aparticipant named “Jimmy.” The main quest screen then greets Jimmy byname by displaying the phrase “Welcome Magi Jimmy” and provides Jimmywith a number of options. For example, the main quest screen may allowJimmy to select a “Quests” option, an “Adventures” option or a “Status”option. In certain embodiments, by selecting the “Status” option, themain quest screen displays the total gold and/or experience points Jimmyhas acquired and his progress on any quest or adventure he hascommenced.

When Jimmy selects the “Quests” option, a display appears on the mainquest screen showing twelve runes. FIG. 34A illustrates an examplescreen shot 650 depicting twelve different runes that are eachassociated with a different quest and/or that represent a special powerthat is granted when the participant completes the quest.

In certain embodiments, when Jimmy selects a particular rune (forexample, through pointing his magic wand), the QuestMaster appears onthe screen (for example, as a full motion live action or an animatedcharacter) and tells Jimmy a story about the rune, its powers and whatJimmy must accomplish to earn the rune. Once the QuestMaster hasfinished talking, another screen appears that shows Jimmy the physicalitems that he must find in the interactive game area. Each time Jimmyfinds a particular item, the item is highlighted on the screen with asurrounding glow. This allows Jimmy to monitor which items have beenfound and those items that he still has yet to obtain. For instance,FIG. 34B illustrates an exemplary screen shot of a plurality of runesthat can be obtained through a plurality of quests. As shown five of therunes, which are highlighted, have already been obtained by theparticipant (i.e., a Lightning Rune 661, a Distract Rune 662, a RevealRune 663, a Enchant Rune 664, and a Music Rune 665).

To accept a quest, Jimmy, selects an “Accept” button. This notifies thecomputer system that the wand associated with Jimmy is now active withrespect to the selected quest. Thus, when Jimmy finds the right item,the computer system recognizes the item and rewards Jimmy accordingly.In certain embodiments, if Jimmy obtains the wrong item, the computersystem may notify him as well.

Quests may take on many different forms. For instance, a quest maycomprise one or more scavenger hunts wherein the participant is requiredto find one or more objects identified by a list. For example, in orderto complete a “Lightning Quest,” a participant may be required to find asuit of armor, a shield, a sword in a stone, and a Book of Lightning.FIG. 34D illustrates an exemplary screen shot 670 that depicts the itemsneeded to complete the Lightning Quest. Each of these items may betangible items that are located and/or hidden in a predefined play spaceand identified by a sensor located on or approximate thereto. Forexample, the participant may “acquire” the item by waving his magic wand(or like device) at the item such that the sensor detects the wand andoutputs a signal to the computer system, which records the participant'sobtaining of the particular item. In other embodiments, the items may bevirtual items that may be acquired when the participant completes one ormore tasks and/or activities.

In certain embodiments, once the participant has acquired all the items,the participant is given one final task to collect the rune and/orcomplete the quest. For example, the participant may be required tocontact a Duel Master, which may be an animated or live action characterdepicted on a screen.

In certain embodiments, a quest may contain one or more characters thatrespond to signals from the magic wand or like device depending on theprogress of the participant in the interactive game 600. Thesecharacters may “live” in the game by being continuously depicted on ascreen (whether or not they are “active”). For example, a Dragon may beasleep in his lair, snoring and exhaling smoke when no players are inthe lair to challenge him. Likewise, the Duel Master may pace back andforth in his room until a player “activates” him.

For instance, the Duel Master may be activated by a participant who hascompleted all the elements of the particular quest (for example, findingall the items) and that directs his or her wand at the entrance to theDuel Master's house. The computer system then accesses its database todetermine if the participant associated with the wand has completed allthe tasks. If the participant has completed all the tasks, the computersystem activates a new video sequence in which the Duel Master turns andlooks at the camera, thanking the player for finding all of the itemsand rewarding them with the rune. An animated graphic of the Rune thenappears on the screen with the Duel Master. When the participant lateraccesses the “Status” option on the main quest screen, the Rune isdisplayed as being earned by the participant and the participant mayactivate one or more powers associated with the Rune. For instance, aLightning Rune may allow a participant to “zap” non-participantcharacters in the interactive game 600 and/or other participants in thegaming area or at a dueling station.

In other embodiments, a quest may comprise a timed event during which aparticipant is required to find one or more items. In yet otherembodiments, a quest may comprise finding a particular object anddelivering the object to another character. A skilled artisan willrecognize from the disclosure herein a wide variety of alternative formsof activities and/or tasks usable with one or more quests.

With reference to FIG. 33, the interactive game 600 may comprise asubsequent level to the quests layer. As shown, the quests layer mayserve as a platform to an adventures layer (Block 636). For instance,once the participant has completed a plurality of quests, he or she maymove on to an adventure. As another example, once the participant haspurchased additional items and/or passes in combination with or in placeof completing at least one quest, the participant may move on to anadventure.

In certain embodiments, an adventure is a story within the interactivegame 600 in which a participant may interact. For example, an adventuremay comprise: battling a Goblin King; taming a Unicorn; assistingPixies; meeting with the Duel Master, dueling the Dragon; andcombinations of the same or the like. An example screen shot 675 forproviding the participant with adventure selections is illustrated inFIG. 34D. An adventure may begin in a manner similar to a quest, whereinthe participant selects from a screen a particular adventure. TheQuestMaster may then deliver to the participant a story about a problemin the kingdom and the first task that must be accomplished by theparticipant to solve the problem. As one example, the problem may bethat Dungeon Goblins have stolen a Princess's jewels. The participantmay then need to battle the Goblin King to obtain the jewels and returnthem to the Princess.

In certain embodiments, the participant is required to complete aplurality of tasks or steps prior to completing the adventure. Forinstance, the participant may be required to complete one task beforebeing informed as to the subsequent task. As one example, theparticipant may need to light torches, open a gate, distract a guard,battle the Goblin King, find the jewels scattered around the dungeon,and then return the jewels to the Princess.

In certain embodiments, in order to successfully complete each step ofan Adventure, the participant must have acquired one or more particularrunes during the quest layer. For example, to open the gate, aparticipant may need a Portal Rune. To distract the guard, theparticipant may need a Distraction Rune. To battle the Goblin King, theparticipant may need the Lightning Rune. As can be seen, a participantmay complete an adventure only after he or she has completed particularquests.

In certain embodiments, each adventure advantageously includes an endingin which, once the adventure has been completed, a game character givesthe participant a virtual magic item. FIG. 34E illustrates an exemplaryscreen shot 680 that depicts various awards for completing certainadventures. In certain embodiments, the virtual magic item gives theparticipant more power and/or ability to progress in the interactivegame 600. Furthermore, the virtual magic item may also be purchased inthe retail store, such as during either of the retail phases illustratedby Blocks 602 and 610. In yet other embodiments, if the participant hasboth purchased and earned the virtual magic item, the participant may beawarded with certain enhanced power that may be used during theinteractive game 600, such as at a dueling station.

With reference to FIG. 33, the interactive game 600 may comprise asubsequent level to the adventures layer. As shown, the adventures layermay serve as a platform to a competition layer (Block 636). Forinstance, once the participant has completed one or more adventures, heor she may advance to the competition layer to compete with one or moreother game participants. As another example, once the participant haspurchased additional items and/or passes in combination with or in placeof completing at least one adventure, the participant may move on to thecompetition layer.

The competition layer will be described hereinafter with respect to adueling competition, wherein at least two players face off against eachother by casting certain spells and using powers that they have acquiredduring their quests and adventures. That is, the power and/or strengthof each duel participant depends on the progress of the participant inone or more other activities (for example, quests, adventures). Ofcourse, other types of competitive games may be used during thecompetition layer, as will be readily apparent from the disclosureherein.

In certain embodiments, the dueling competition utilizes duelingstations that are set up as an interactive arcade-type game. The duelingstations may be located in or near the gaming area used for the questsand/or adventures, or the dueling stations may be at a remote location.For instance, the dueling stations may be located at a fast foodrestaurant or another recreational facility or online.

FIG. 35 illustrates an exemplary embodiment of dueling stations usablein the competition layer. In particular, a first dueling station 702 isused by a first participant 703 and is set up opposite a second duelingstation 704 (for example, at a distance approximately twelve feet apart)usable by a second participant 705. The first dueling station 702further includes a first rear display 706 and a first console 708, whichfurther includes a first front display 710 and a first sensor 712. Thesecond dueling station 704 includes a second rear display 714 and asecond console 716, which further includes a second front display 718and a second sensor 720. For example, in certain embodiments, each ofthe rear displays 706 and 714 comprises a projection screen, and each ofthe front displays 710 and 718 comprises a video monitor (for example, a25-inch to 30-inch monitor).

The first participant 703 is advantageously positioned to view both thesecond rear display 714 and the second front display 718. In certainembodiments, the second rear display 714 shows the spells (such as, forexample, attack, shield and/or heal spells) cast by the secondparticipant 705 during the duel. The second front display 718 shows thespells cast by the first participant 703 during the duel. In situationswhere multiple spells are cast at the same time by a single participant,the attack graphic may appear first, followed by the shield or healgraphic.

The first dueling station 702 may also include a first “mana” pole 722that displays the current power of the first participant 703. Forinstance, the first mana pole 722 may include a plurality of lights (forexample, eight lights) that are initially lit up at the beginning of theduel and that successively turn off as the first participant 703 losespowers. When all the lights of the mana pole 722 turn off, the firstparticipant is out of power and is defeated. In certain embodiments,each of the lights represents ten mana/points (for example, for a totalof eighty mana/points).

The second participant 705 is advantageously positioned to view both thefirst rear display 706 and the first front display 710. The first reardisplay 706 shows the spells cast by the first participant 703 duringthe duel. The first front display 710 shows the spells cast by thesecond participant 705 during the duel. The second dueling station 704also includes a second “mana” pole 724 that displays the current powerof the second participant 705.

In certain embodiments, the dueling stations 702, 704 may also include aplurality of special effect devices to enhance the dueling experience.For instance, either or both of the dueling stations 702 and 704 mayinclude at least one fan to simulate “wind,” a heating element tosimulate “fire,” a vibratable floor, a fog machine, multi-coloredoverhead lights (for example, bright white, red, blue and/or purplelights), an integrated sound system (for example, with speakers at thebase of the dueling station), and combinations of the same and the like.

In certain embodiments, the sensors 712, 720 comprise illuminationdevices and detect “spells” cast by the participants 703, 705,respectively, maneuvering their magic wands. For instance, the sensors712, 720 may detect at least two different qualities of spells (forexample, low quality and high quality), each of which results in adifferent effect. In certain embodiments, the low level spell is equalto the lowest level of mana (for example, ten mana/points). Forinstance, a participant who casts a low-level spell may cause damage often mana/points to his or her opponent, while a participant who casts ahigh-level spell may inflict damage of twenty or thirty mana/points.

In certain embodiments, the duel between the first participant 703 andthe second participant 705 begins when each of the participants hovershis or her wand about the sensors 712, 720, respectively. Each of thefront displays 710 and 718 then shows symbols representing the pluralitya spells for use in dueling. Furthermore, the front displays 710, 718may highlight the spells that have been earned by the particular playparticipant for use in the current duel. In certain embodiments, eachparticipant is given fire (basic attack) and shield (basic defend)spells. Each attack spell is capable of damaging the opposingparticipant's mana. Once one participant's mana is depleted, the otherparticipant wins. In certain embodiments, the successful participantalso earns gold and/or powers to be added to his or her interactive gameprofile.

The dueling competition takes place with each of the participantscasting a spell with his or her magic wand. Depending on the type andquality of each spell cast, either or both of the participants may loseor gain mana. For exemplary purposes, a list and brief description ofspells available for certain embodiments of the invention are detailedbelow. The graphics discussed may appear on either or both of the reardisplays 706, 714 and front displays 710 and 718. The special physicaleffects may be provided by one of the special effect devices detailedabove, and the sound may be generated by the integrated sound system.

I. Standard Dueling Spells (unlimited use, can be repeated):

A. Fire (All Magi):

1. Result: Fire Level 1-2 causes 10-20 mana damage; Fire Level 3+ causes20-30 mana damage.

2. Graphics: Fireball appears on rear display and gets larger andlarger. At the end, a number appears in the center corresponding to thelevel of damage just taken (for example, −10, −20 or −30 mana).

3. Physical Effect: Heat.

4. Sound: Burning embers get louder and louder.

B. Shield (All Magi):

1. Result: Shield Level 1-2 blocks 10-20 mana damage; Shield Level 3+blocks 20-30 mana damage.

2. Graphics: A medieval shield appears on screen, after which two swordsappear one at a time to form an “X” pattern; A number then appearscorresponding to the level of shielding just cast.

3. Physical Effect: Fog and white light.

4. Sound: Metal on metal (for example, “clang” sound).

C. The Fizzle (All Magi):

1. Result: No effect on mana; Result of a poorly or improperly castspell.

2. Graphics: A small burst of colors moving in random directions.

3. Sound: Winding down.

II. Clan Spells (may be used every other cast, cannot cast the samespell twice in a row, can cast two different clan spells in a row):

A. Lightning (Warrior Clan):

1. Result: Lightning Level 1-2 causes 20-30 mana damage; Lightning Level3+ causes 30-40 mana damage.

2. Graphics: Rumbling clouds with lighting flashes, and the amount ofdamage (for example, a number from −20 to −40) appears on the screen.

3. Physical Effect: Strobe lights and shake floor.

4. Sound: Thunder and lighting.

B. Summon Creature (Woodsy Clan):

1. Result: Summon Level 1-2 causes 10 mana damage and blocks 10 manadamage; Summon Level 3+ causes 20-30 mana Damage and blocks 20-30 manadamage.

2. Graphics: A small winged pixie appears behind the caster with a tinywand in her hand. She waves her wand and an explosion of sparks andmagical colors comes out of the wand growing bigger and bigger like thefireball, until it “explodes.” The numbers −10/+10 or −20/+20 appear atthe end.

3. Physical Effects: Colored lights, strobe lights, wind and/or shakefloor.

4. Sound: Tinkling fairy effects culminating in small explosion.

C. Play Music (Trixster Clan):

1. Result: Caster is able to first see opponent's spell and then has adelay period (for example, three seconds) to cast his or her own counterspell.

2. Graphics: Swirling music notes and colors.

3. Physical Effect: Fog and multiple colored lights flashing on and off;Light movement of the floor.

4. Sound: Intense, up-tempo.

D. Distract (Shadow Clan):

1. Result: Opponent loses next turn.

2. Graphics: Shadow and darkness swirl onto the screen; Ending withphrase “Lose next turn.”

3. Physical Effect: Fog and purple light; Opponent's screen turns black.

4. Sound: Ominous, dark music.

E. Heal (Majestic Clan):

1. Result: Heal Level 1-2 restores 10-20 mana; Heal Level 3+: restores20-30 mana.

2. Graphics: A heart in the middle of swirling magical stars that beatsand gets bigger depending on the level. Inside the heart are the numbers“+20” or “+30.”

3. Physical Effect: Fog and sparkling red lights.

4. Sound: Angels' choir, heavenly music.

III. Advanced Adventure Spells (Each spell may be cast once per dueluntil certain level, then each can be cast twice per duel.):

A. The Crystal Ring:

1. Result: Summons the Pixie; Restores all mana of the caster anddeflects any damage that turn; If the Magi has purchased the Ring, italso does 10-30 damage to the opponent.

2. Graphics: The Pixie from the quest appears on the screen of thecaster, flies around, then stops, hovers over and looks down at thecaster, waves her wand creating a magical swirling of stars that flowsdown over the caster. The word “Restored” then appears.

3. Physical Effect: Wind and twinkling lights.

4. Sound: Pixie soundtrack combined with angels' choir.

B. Stone of Galdor:

1. Result: Unleashes the power of the Ancient Winds; Causes 30 manadamage and counters and destroys any summoned creature; If the Magi haspurchased the Ancient Winds brace, the spell causes an additional 10-20mana damage for a total of 40-50 damage.

2. Graphics: Swirling colors and sparkles that twirl faster and fasterthen sweep or blow off the screen ending with the number “−30.”

3. Physical Effect: A blast of wind from the caster sweeps across thestage from behind the caster onto the opposing player.

4. Sound: Gathering and blowing winds.

C. Rune of Andover:

1. Result: Reverses the effect of the opponent's spell; If opponent'sspell was an attack spell, the spell hits the opponent; If theopponent's spell was a heal or shield spell, the spell affects thecaster; If the opponent's spell was a distract spell, the caster isdistracted; If the Magi has purchased the Rune of Andover, the effect ofthe reflected spell is doubled (i.e., damage and/or healing is doubled).

2. Graphics: A rippling pool of water; A stone dropped into the water tocause concentric rings spreading out.

3. Physical Effect: Fog and red lights.

4. Sound: A magical “boingggggg!”

D. Medal of Baldor:

1. Result: Takes away one spell from the opponent for the duration ofthe duel (for example, the spell may be chosen at random by thecomputer); If the Magi has purchased the Medal, the spell takes away twospells.

2. Graphics: Flashing colors amid graphics for all the spells swirlingaround; the graphics are then drawn away to a single point.

3. Physical Effect: Fog and colored lights randomly flashing.

4. Sound: Swirling mechanical winds, ending in a “pop!”

E. The Rune of Dragons

1. Result: Causes 50 mana damage; If the Magi has purchased the Rune,the spell causes another 10-20 mana damage for 60-70 total damage.

2. Graphics: Dragon animation with sweeping fire ending in “−50” thru“−70.”

3. Physical Effect: Heat, wind, red lights and floor shaker.

4. Sound: Dragons roar and sound of fire breath.

To illustrate how a dueling competition may take place, the followingexample of a competition between beginners Harry and Wanda is described.

After playing MagiQuest for about an hour, Harry and Wanda have decidedthey want to duel with their newly earned spells. They watch the otherkids for a while to see how the game is played, and then they hover overthe challenge station that automatically enters their names in thevirtual queuing system. Harry and Wanda are informed that the duelingstation will be available for them in about 15 minutes. They must returnin 12 minutes or less and hover again to keep their place in the virtual“line” and then to get in the real line.

Relieved that they do not have to wait in line all day, Harry and Wandahead out to retail area to see what they might be able to talk theirparents into buying. After 10 minutes, they return and hover again(re-registering), and the virtual guide tells them to stand on positionnumber 3. As they wait at their positions, they review various graphicboards that look like ancient scrolls giving them graphic instructionsand hints on playing the game. As the current duelists finish theirgame, the automatic gates open and a sign flashes that the Duel Masteris now ready to receive players standing on the number 3 position,queuing Harry and Wanda to enter the arena.

They each step onto a platform that is dark, but when they hover theirwand, large video screens above and behind them turn on, and variousrune markings light up around the top of the console. Harry has 4 runesthat light up: Fire, Shield, Lightning and the Dragon Belt. Wanda hasfive runes: Fire, Shield, Distract, Heal and the Stone of Galdor.

A booming voice welcomes them with a greeting, tells them that they have80 mana each. The booming voice says, “Let the duel begin!” The screenbehind each player erupts in a magical display of effects, after whichfive crystals appear on the screen: two red, two yellow, and one green.The crystals light up in quick sequence, from red to green, and as soonas the green crystal is lit, the players can hover and cast.

Harry quickly hovers his wand over the Fireball Rune then gives his wanda whip towards Wanda. Wanda simultaneously hovers over the Distract Runeand whips her wand towards Harry. Instantly, the fireball appears overWanda's head, and a shadow of darkness creeps over the screen aboveHarry's head. Both can see the result of their casts on the screenbehind their opponent. They can also see their opponent's spell on themonitor on the front of their opponent's station.

Harry's fireball “hits” Wanda and her mana pole drops by one light.Harry takes no damage, but is disappointed to see the shadow because heknows that the shadow signifies that Harry will lose his next turn. Allthe lights on Harry's console go out.

A big grin comes over Wanda's face as she realizes her brother can notdo anything during his next turn. As the screen counts down, she scansher choices to select the most deadly spell. As soon as the greencrystal is lit, she hovers over the Stone of Galdor and casts the powerof the Ancient Winds. As Harry stands dejectedly with his hands at hisside, swirling colors appear on the screen behind him and rush of windblows over him. The screen behind him and in front of Wanda says “−5” ina swirl of colors because Wanda had bought the Stone at the store justminutes before the duel. She holds the Stone up, and shows it to Harrywith a smirk.

Harry's mana pole now has just three lights lit. Wanda's pole still hasseven lights.

Immediately, the lights of Harry's console light back up, and thecrystal countdown begins again. Harry hovers over his most powerfulspell, the Belt of Dragons. Sensing what is coming, Wanda hovers overher heal spell. They both cast their spells when the crystal turnsgreen.

A fiery dragon appears over Wanda's head as a flush of heat blows overher. “−70” appears on the screen as Harry points to the Dragon Beltaround his waist and smiles at Wanda. Soon the Dragon behind herdisappears to be replaced by a beating heart in the midst of swirlingcolors with a “+2” in the center of it. Wanda loses seven lights, buttwo of the quickly return. She now has just two lights remaining. Harryhas three lights.

The Dragon Belt and Rune Stone of Galdor spells are now dark and cannotbe used anymore during the duel.

Wanda knows she is in trouble. She did not come into the duel withenough attack spells, so her only chance at winning is to heal herselfback up before time runs out. As the crystals count down, Wanda hoversand casts the heal spell again. Unfortunately, she forgot that the sameclan spell cannot be used twice in a row, so her spell fizzles with asplash of exploding sparkles on the screen accompanied by a winding downsound.

Harry knows that the right spell will finish his sister off, so hehovers over his lightning spell and casts. Bolts of lightning explodebehind Wanda, a booming sound rumbles over her podium and the floorshakes beneath her. “−30” is displayed on the screen, and Wanda's manapole drops to nothing. Harry's remains at three lights.

Both screens display “Congratulations Magi Harry. You have won the Duel.You have earned 100 experience points and 50 gold coins!” Both Harry andWanda leave the dueling area thru the exit space as the screenannounces, “Players #4, prepare to Duel.” Johnny and Sally step thru theentry and onto the dueling stations.

Wanda is already scheming her revenge. She knows she needs more attackspells and vows to defeat the dragon to earn that belt. Harry returns tothe retail area to see if there is anything else he can buy to surprisehis sister next time. He loved the frustrated look on her face when heshowed up with that Dragon Belt last time!

Although the dueling competition has been described with reference toparticular embodiments, a wide variety of alternative systems and/ordevices may be used For instance, one or more of the dueling stationsmay include a scoreboard that displays the current state of the duel,the names of the highest scoring players for the day, and/or currentevents relating to the gaming area.

Also, as will be recognized from the disclosure herein, additionallayers may be added to the interactive game 600 as appropriate. Forinstance, the game 600 may further include an Expeditions layer, whereinthe participant is required to complete one or more adventures and/ormake certain purchases in order to participate an expedition. Inaddition, the competition layer may be implemented before or afterdifferent layers and/or may be integrated into the layers. Moreover,retail layers may be integrated into the training and interactiveentertainment layers. For example, there may be certain basic effects,quests, adventures, or competitions that cannot be completed without acertain retail purchase, and/or the participant's strength or power maybe increased during the levels based on certain retail purchases.

Furthermore, although the interactive game 600 has been described withreference to particular embodiments, devices other than a wand may beused. For example, the interactive game 600 may use cards with magneticstrips, a device with an embedded RFID reader or other like electronictag or device that stores and/or outputs a readable signal. In certainembodiments, the participant may be further associated with a compassthat tracks the location of the participant and/or allows others tolocate or send messages to the participant (for example, a parentcontacting his or her child in the game area).

The interactive game 600 may also be performed in a plurality oflocations. For instance, the adventure layer represented by Block 636 ofFIG. 33 may be performed in a location different than the location ofthe quests layer (Block 626) and/or the competition layer (Block 646).

In addition, although the interactive game 600 is explained herein withreference to a magical-themed environment, the interactive game 600 mayadapted to, but not restricted to the following themes: space, pirates,dinosaurs, time travel, Tom Sawyer, Nickelodeon, Looney Tunes, HauntedHouses, and the like. For instance, the following provides an example ofa racing themed, interlinked games wherein progress within one gameand/or retail purchases effect the progress and/or advancement in asecond linked game.

EXAMPLE 9

In certain embodiments, the systems and methods disclosed herein mayprovide interlinked games such that as a participant earns points,levels, strengths, and the like by playing one game, those earningsaffect how the participant advances to or progresses in a second game.

For example, imagine that Joshua plays a first car racing game andreaches Level 5 of 10 which places him at “expert level driver” with“turbo boost” strength and “ten extra spare tires.” Joshua then goes toplay a second car racing game that is “linked” to the first car racinggame. The second car racing game recognizes Joshua, his Level 5 statusof “expert level driver,” his turbo boost strength and ten extra sparetires. Thus, when Joshua starts to play the second car racing game, hestarts at the equivalent of Level 5 and is able to use his turbo booststrength and ten extra spare tires.

Joshua then wants to earn rocket fuel, and he discovers that in order tohave rocket fuel for playing the first car racing game and/or the secondcar racing game, he has to compete and place in the top three in amultiple-participant car racing game. If Joshua does so, he will earnrocket fuel and be able to use that fuel when he goes back to play thefirst car racing game and/or the second car racing game.

In addition, if Joshua wants to earn the “extreme exhaust system” forhis car, then he has to purchase at least five HAPPY MEALS® atMCDONALD'S® and correctly answer twenty questions in an online quiz.Once he enters his receipt codes for his five HAPPY MEALS®, and entersthe correct answers on the quiz, Joshua's status is updated to includethe “extreme exhaust system.” When he goes back to play the first carracing game and/or the second car racing game, the games will recognizethat he has earned the extreme exhaust system.

Next, Joshua wants to obtain a “fire retardant driving jacket” to makehim more likely to survive a crash in the first car racing game and/orthe second car racing game. Joshua then goes to the local GYMBOREE® andpurchases a particular jacket. With the particular jacket comes aspecial code that Joshua enters online to obtain the “fire retardantdriving jacket.” When Joshua returns to play the first car racing gameand/or the second car racing game, the games will recognize that he hasthe fire retardant driving jacket. Thus, if Joshua crashes during thegame, his character may survive the crash, whereas the game may end foranother participant who did not get the fire retardant driving jacket.

While a car racing example has been used, it is recognized that theinterlinked game system may be used in a variety of environments and mayinclude participation in several different areas, including gaming, foodservice, clothing, toys, libraries, doctors, dentists, restaurants, andthe like. In addition, a variety of different games could be interlinkedincluding virtual and physical games and challenges.

Although this invention has been disclosed in the context of certainpreferred embodiments and examples, it will be understood by thoseskilled in the art that the present invention extends beyond thespecifically disclosed embodiments to other alternative embodimentsand/or uses of the invention and obvious modifications and equivalentsthereof. Thus, it is intended that the scope of the present inventionherein disclosed should not be limited by the particular disclosedembodiments described above, but should be determined only by a fairreading of the claims that follow.

What is claimed is:
 1. A gaming toy for playing a game that combinesboth physical and virtual gameplay elements, said gaming toy comprising:a plurality of modular components configured to be selectively anddetachably assembled by a game participant to form a doll, action figureor object relevant to a computer-animated game played by said gameparticipant on a compatible gaming platform; at least one of saidmodular components comprising: (i) a microprocessor; (ii) non-volatilememory electrically coupled to said microprocessor and storing a firstselection of information comprising a unique identifier uniquelyidentifying said gaming toy within said computer-animated game; (iii)programmable non-volatile memory electrically coupled to saidmicroprocessor and storing a second selection of information comprisingdata representing one or more in-game attributes of a correspondingvirtual character or object in said computer-animated game; (iv) a radiofrequency (RF) transceiver electrically coupled to said microprocessorand configured to provide short-range two-way wireless communicationswith said compatible gaming platform over a limited wirelesscommunication range of less than 60 cm and wherein said short-rangetwo-way wireless communications include at least said second selectionof information; and (v) an antenna electrically coupled to said RFtransceiver and configured to be wirelessly energized by anexternally-generated electromagnetic field to thereby electrically powersaid gaming toy; and wherein said at least one modular component furthercomprises an internal cavity and wherein said microprocessor, saidnon-volatile memory, said programmable non-volatile memory, said RFtransceiver, and said antenna are all disposed within said internalcavity and encapsulated within said at least one modular component. 2.The gaming toy of claim 1, wherein said at least one modular componentis molded from a transparent plastic material and wherein saidnon-volatile memory, said programmable non-volatile memory, said RFtransceiver, and said antenna are hermetically sealed within said atleast one modular component.
 3. The gaming toy of claim 1, furthercomprising a lighting element electrically coupled to said antenna andconfigured to be wirelessly energized by said externally-generatedelectromagnetic field.
 4. The gaming toy of claim 1, wherein said one ormore in-game attributes comprise one or more powers or abilitiesassociated with said corresponding virtual character or object.
 5. Thegaming toy of claim 1, wherein said at least one modular componentfurther comprises a second RF transceiver configured to providemedium-range two-way wireless communications with one or morewireless-compatible devices over a wireless communication range between10 and 40 feet and wherein said second RF transceiver is configured tobe wirelessly energized by said externally-generated electromagneticfield.
 6. The gaming toy of claim 1, wherein said doll, action figure orobject is configured to be used by said game participant as a playertracking device in said computer-animated game.
 7. The gaming toy ofclaim 1, wherein said doll, action figure or object is configured to beused by said game participant to selectively access one or more optionalfeatures of said computer-animated game.
 8. The gaming toy of claim 1,in combination with a wireless reader configured to: i) wirelesslyenergize and power said gaming toy; ii) wirelessly communicate with saidRF transceiver, iii) ascertain from said RF transceiver said first andsecond selections of information, and iv) communicate said first andsecond selections of information to said compatible gaming platform. 9.A wireless gaming system combining physical toys and virtual gameplay,said wireless gaming system comprising: a plurality of modularcomponents configured to be selectively and detachably assembled by agame participant to form a first gaming toy configured to be used bysaid game participant as a player tracking device in an associatedcomputer-animated game carried out on a compatible gaming platform, saidfirst gaming toy comprising a first radio frequency (RF) transpondercomprising a first unique identifier uniquely identifying said firstgaming toy and non-volatile programmable memory configured to store afirst selection of information comprising selected progress orachievements of said game participant in said computer-animated game; asecond gaming toy configured to be used by said game participant inconjunction with said first gaming toy to selectively access one or moreoptional features of said computer-animated game, said second gaming toycomprising a second RF transponder comprising a second unique identifieruniquely identifying said second gaming toy and non-volatile memoryconfigured to store a second selection of information relevant to saidone or more optional features; and a wireless reader configured to: i)wirelessly power and communicate with each of said first and second RFtransponders, ii) ascertain from said first and second RF transponderssaid corresponding first and second selections of information, iii)communicate said first and second selections of information to saidcompatible gaming platform, and iv) cause said first selection ofinformation to be stored in said non-volatile programmable memory ofsaid first RF transponder based on said selected progress orachievements of said game participant in said computer-animated game.10. The wireless gaming system of claim 9, wherein said first gaming toycomprises a doll, action figure or object relevant to saidcomputer-animated game.
 11. The wireless gaming system of claim 9,wherein said selected progress or achievements comprise points, levelsor upgrades attained by said game participant in said computer-animatedgame while using said first gaming toy.
 12. The wireless gaming systemof claim 9, wherein said wireless reader is configured to wirelesslycommunicate with said second RF transponder over a limited wirelesscommunication range of less than 25 cm such that said game participantis able to selectively access said one or more optional features byselectively positioning said second gaming toy within said limitedwireless communication range of said wireless reader.
 13. The wirelessgaming system of claim 9, wherein at least one of said modularcomponents comprises a molded plastic body having a cavity formedtherein and wherein said first RF transponder is disposed in said cavityand encapsulated within said molded plastic body.
 14. The wirelessinteractive gaming system of claim 13, wherein said molded plastic bodyis formed from a transparent plastic material and wherein said first RFtransponder is hermetically sealed within said molded plastic body. 15.A gaming toy for playing a game that combines both physical and virtualgameplay elements, said gaming toy comprising: a plurality of modularcomponents configured to be selectively and detachably assembled by agame participant to form a doll, action figure or object relevant to acomputer-animated game played by a game participant on a compatiblegaming platform; at least one of said modular components comprising: (i)a microprocessor; (ii) non-volatile memory electrically coupled to saidmicroprocessor and storing a first selection of information comprising aunique identifier uniquely identifying said gaming toy within saidcomputer-animated game; (iii) programmable non-volatile memoryelectrically coupled to said microprocessor and storing a secondselection of information comprising data representing one or morein-game attributes of a corresponding virtual character or object insaid computer-animated game; (iv) a radio frequency (RF) transceiverelectrically coupled to said microprocessor and configured to provideshort-range two-way wireless communications with said compatible gamingplatform over a limited wireless communication range of less than 60 cmand wherein said short-range two-way wireless communications include atleast said second selection of information; and (v) an antennaelectrically coupled to said RF transceiver and configured to bewirelessly energized by an externally-generated electromagnetic field tothereby electrically power said gaming toy; and wherein said at leastone modular component further comprises an internal cavity and whereinsaid microprocessor, said non-volatile memory, said programmablenon-volatile memory, said RF transceiver, and said antenna are alldisposed within said internal cavity and encapsulated within said atleast one modular component.
 16. The wireless gaming toy of claim 15,wherein said portable body comprises a plurality of modular componentsconfigured to be selectively and detachably assembled by said gameparticipant to form said doll, action figure or object.
 17. The wirelessgaming toy of claim 15, further comprising a lighting elementelectrically coupled to said conductive coil and configured to bewirelessly energized by said externally-generated electromagnetic field.18. The wireless gaming toy of claim 15 configured to be used by saidgame participant as a player tracking device in said computer-animatedgame and wherein said second selection of information is based at leastin part on progress or achievements of said game participant in saidcomputer-animated game.
 19. The wireless gaming toy of claim 15configured to be used by said game participant to selectively access oneor more optional features of said computer-animated game.
 20. Thewireless gaming toy of claim 15 in combination with a wireless readerconfigured to: i) wirelessly energize said conductive coil; ii)wirelessly communicate with at least said first RF transceiver, iii)ascertain from said first RF transceiver said first and secondselections of information, and iv) communicate said first and secondselections of information to said wireless-compatible gaming platform.